Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
https://cdna.artstation.com/p/assets/images/images/016/233/926/large/adam-nield-library01.jpg?1551397416
Got around to posting the work I did on Last Year recently.
link
you need Edge padding wherever islands have been separated. if you bake normals from a high poly additional terms and conditions may apply
also try doing what you can to maximize your texture space utilization. give important features more res.
I am talking about this sort of thing:
https://i.imgur.com/qyk6tH5.jpg
Would that really be padding? I think I am misunderstanding some sort of directional navigation on UVW Maps.
Probably not a great way of going about this, but I'd probably project the UVs from the top (at least for the sinked in part of the model), and then make the sides of the sink not have narrow UVs so that the texture doesn't look too stretchy.
Use triplanar mapping
if you're asking how to adjust uvs to get seamless wood features across uv seams, you need to rethink your approach. you shouldnt be relying on the uv orientation as a way to apply textures to begin with, unless you're working with tiling stuff. you want to use any combo of procedurals, projectors, alphas, and paint/clone stamp out seams as needed to craft the texture for the model.
the best ways to avoid seams are use triplanar mapping, use a 3d procedural, or paint directly on the model
just straight slapping a map onto the uvs without any fancy mapping is gonna get you seams
Nah I am not making sink out of wood
I just did it to see the seams, in the end - I realized I am putting too much thought into such simple props that I don't even plan on being primary part of game/objective. Especially considering it's just metal with some worn effects.
the same process applies no matter what material you decide on
Because red dot sights make everything cooler.
https://puu.sh/CUXeL/f56973b750.png
https://puu.sh/CUXgs/7b842de83f.png
I'm absolute garbage at modelling but here's this.
https://i.imgur.com/nDzgoRP.png
Sharing it because I've been working on the project for a few weeks and I'm getting absolutely sick of it, so I may never quite finish it.
Let me know what it looks like I'm doing wrong because I really do suck.
Can anyone recommend some "For Idiots" guides for UV mapping in Maya, I just cannot wrap my head around it.
Like I understand the concept, it's basically turning the model into a paper model like you did in elementary school but I just can't seem to figure out the tools/UI.
Okay so after fucking around for 4 days in Substance Painter, I am definitely getting it on steam now.
This is the sink I ended up with.
https://files.facepunch.com/forum/upload/107290/45140901-4918-4799-918f-c95ac01b829a/image.png
It is really a lot more simple than a lot of tutorials make it out to be. You really only need to know:
One method of projection just to get UVs on the model to start with. (Just hit it with a planar mapping)
Cut seams to mark where you want the seams to be
Unfold
Move each piece into the box
There are a few more advanced things you can learn, but this gets you like 90% of the way there on almost everything now that unfold is actually good. It seems like a daunting task at first. I thought so. But it has legitimately become the easiest part of the process for me now.
Using the actual geometry of real retroreflective materials.
IRL they tend to be much smaller, though.
Lol not sure why I thought this would compress well, had to encode with 50 000 kbps (only 2 seconds though, so 15 megs)
https://files.facepunch.com/forum/upload/490/93f11d4a-afb2-4750-9f2b-b93bb8b722fc/ST_3.webm
https://files.facepunch.com/forum/upload/111492/27ceaed3-67e1-4287-98a8-b749037df635/image.png
Struggling on a surface book to be moderately productive so the best I can do at the minute is repose this mesh.
Made a burg
https://files.facepunch.com/forum/upload/795/8dedbf0c-bb01-4bc9-9540-0cce193b0792/TheBurgerDude.png
I love me a good cheese burger. Now you need to get it textured 3D printed life size.
Oh look it's another test. You sure can do a lot with zDepth in post!
https://files.facepunch.com/forum/upload/490/d4149d46-3651-4b6e-96e8-45e3f20f35f2/main.webm
Ok so I dont know whats going on here but I could use some help so i thought I would ask here first.
I am rendering a complete map and normal map to texture from a high poly model in 3DS max. I have done this a million times before and never had this issue. Basically the texture is only rendering the bottom 10% of the UV's the rest is black, it goes super fast and skips to this spot, I have tried re-setting up the render etc to no avail. Any help would be great as this is driving me crazy.
https://files.facepunch.com/forum/upload/237880/82e8ecdb-5965-4cbb-8310-548ea3d3e6a0/1.jpg
https://files.facepunch.com/forum/upload/237880/a44b4a6a-59c3-4531-9615-56c3cc7c080b/2.jpg
I haven't got RTT to work in years. It's a mess.
Man this is the first real hiccup I have ever had with it.
https://files.facepunch.com/forum/upload/111492/cf09a58c-aa9d-4133-9e41-4b895a1ab14f/image.png
Wrapped up this today.
Your texturing is gorgeous. Teach me senpai
Fixed this btw. If anyone has this problem the solution was to export the model out of 3ds max as .obj, import it into a different modelling program, maya or whatever. Slightly edit the uv maps (I just moved one vertex slightly) re-export the model from that program as .obj, re-import it back into 3dsmax, problem solved.
https://puu.sh/D3eaf.png
Clouds generated w/ various noise and gradient maps.
It's just a flat plane, so it renders really quick. No volumetrics.
For an animation project, so it's gotta be fast.
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