• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Quixel Suite june 9th!! [url]https://www.facebook.com/media/set/?set=a.695274307207247.1073741832.144652332269450&type=1[/url]
[img]http://i.imgur.com/kgLnbvQ.jpg?1[/img]
[QUOTE=surfur;44961018]Quixel Suite june 9th!! [url]https://www.facebook.com/media/set/?set=a.695274307207247.1073741832.144652332269450&type=1[/url][/QUOTE] Now that there is a date set, I ordered it. $100 ain't bad for the toolset; it should be interesting to see how I can integrate it into my workflow.
texturing is hard specifically normals
[img_thumb]http://dl.dropboxusercontent.com/s/20mowckn637bv0b/post_rebake.png[/img_thumb] Loosened up edges, supporting edges more consistent.
[IMG]http://i.imgur.com/DC5xSJ5.png[/IMG] i keep seeing things in my uv maps i think my uv is mad at me for some reason
>:B
[IMG]http://i.imgur.com/fghtVzy.png[/IMG] first bake done
[IMG]http://i.imgbox.com/AsofmddJ.png[/IMG] Some infantry for Arma 3
[QUOTE=Short3D;44962352][img_thumb]http://dl.dropboxusercontent.com/s/20mowckn637bv0b/post_rebake.png[/img_thumb] Loosened up edges, supporting edges more consistent.[/QUOTE] [t]https://dl.dropboxusercontent.com/u/25812766/facepunch/k6pooz7u.jpg[/t] You might need to tweak the bake a little bit (depending on how meticulous you want to be). There's some very minor distortions along some of the edges. With that aside, it looks really cool. It brings some old-time game on Unreal to mind or something.
Those distortions just look like wavyness to me, which means you don't have enough geo to support the bake. This is something I have a problem with from time to time also because what if adding the required geo is then too much? it's not worth upping the polycount by a few hundred to fix some small wavyness in a few areas, so usually for small things like that I'd use photoshop. But then I understand that if my model needed to be changed in any way, this would require the next artist to make all the fixes I did after the bake too, slowing everyone down, so dafuq do ya do? People have also told me to average out my edgeflow and that will help, it does, but not by much since the wayness is caused from a lack of supporting geo at that part, and adding more geo isn't always an option.
The answer is you do tests and experiments before any project to see what your limitations are and what you can get away with. Change the bevel and just bake it into the normal map instead of having geometry. Try a softer extrusion. [IMG]http://i.xomf.com/ffkkm.png[/IMG]
[img]http://puu.sh/9alWi/61cb27bd49.png[/img] Gotta catch 'em all
Thanks John, but say you have a 8-sided cylinder for the lowpoly and for polycount budget reasons it can't be any higher than that, I've noticed that cylinders under 16 sides begin to have wavyness caused by the lack of cylinder edges rather than what details are on it, even simply having a bend will cause wavyness, what do you do in this situation?
There is actually a very simple technique that you can use. What you do is start with more sides than you intend to have in the final result. In this case my low poly had 32 sides. Then you bake it. Then you use the Graphite Modeling tools to remove the edges you don't want until you have just 8. You get much better results. High Poly > 32-Sided Low Poly > 16-Sided Low Poly > 8-Sided Low Poly > 8-Sided with no Normal Map [IMG]http://i.xomf.com/mklmg.jpg[/IMG]
This surprised me, I was told not to do this ages ago because it can mess some stuff up, but your results appear flawless. Thanks for the help John I'll be giving this method a go for my next model.
wavyness can sometimes be fixed by tweaking the baking cage, I'll post and example once I get back home
[IMG]http://cloud-4.steampowered.com/ugc/3318338102669885572/69E1C812B4578D14F521AA66B3D045A5B5C1BA9A/1024x576.resizedimage[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/3318338102669888357/98C2E450B81301398556EE61565E399D8A75168D/1024x576.resizedimage[/IMG] Tried my hand at re-skinning something, tried out skinning the CS:GO cars This is right thread for this sort of thing, right? This was my first time skinning something, how did I do?
Custom skin/eye shaderrrrrrrrrrrrs [img]http://puu.sh/9aA6Y[/img]
[IMG]http://i.xomf.com/zkvjx.jpg[/IMG]
[QUOTE=RenaFox;44969057][IMG]http://cloud-4.steampowered.com/ugc/3318338102669885572/69E1C812B4578D14F521AA66B3D045A5B5C1BA9A/1024x576.resizedimage[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/3318338102669888357/98C2E450B81301398556EE61565E399D8A75168D/1024x576.resizedimage[/IMG] Tried my hand at re-skinning something, tried out skinning the CS:GO cars This is right thread for this sort of thing, right? This was my first time skinning something, how did I do?[/QUOTE] Those look really good, IMO - if I had one suggestion it would be to push the specular on the paint so it really stands out from the rust, though it might look a bit 'game-y' for CS:GO.
It's been a while since my last post but I've finally done a proper studio render for my 1968 Dodge Charger model that I showed back on page 79. I've spent a lot of time getting the lighting right to show off the detail in the model though there's still quite a bit that i'd like to improve, like adding a small amount of deformation to the tires to add some weight to the car and small improvements to the materials, unfortunately I had to call time on it for now so that I could get it ready for my university degree show. [img_thumb]http://s26.postimg.org/e2q5qwa2v/05_Lighting_Test_04.png[/img_thumb] [URL="http://postimg.org/image/ixjup68ed/"][IMG]http://s26.postimg.org/ixjup68ed/Studio_Setup_Final_01.jpg[/IMG][/URL] [URL="http://postimg.org/image/oa8p3awat/"][IMG]http://s26.postimg.org/oa8p3awat/Studio_Setup_Final_02.jpg[/IMG][/URL] [URL="http://postimg.org/image/wh0ouvmdh/"][IMG]http://s26.postimg.org/wh0ouvmdh/Studio_Setup_Final_03.jpg[/IMG][/URL]
Seems most of the wavyness is not visible with a proper texture. D/S/G/N 2048x2048, most likely gonna scale it down to 1024 if it makes its way ingame either source or whatever. Crits? [img_thumb]http://dl.dropboxusercontent.com/s/lv9w6tny9a7pubv/post_firstpass.png[/img_thumb] Update: Added some noise to the normal to make it look more like cast iron, changed the sky. [img_thumb]http://dl.dropboxusercontent.com/s/10l1absjf6wmi7r/castiron.png[/img_thumb]
[QUOTE=Short3D;44971114]Seems most of the wavyness is not visible with a proper texture. D/S/G/N 2048x2048, most likely gonna scale it down to 1024 if it makes its way ingame either source or whatever. Crits? [img_thumb]http://dl.dropboxusercontent.com/s/lv9w6tny9a7pubv/post_firstpass.png[/img_thumb][/QUOTE] Personally I like the style and it looks very clean, perhaps a little to smooth though. I just kind of imagine that cast iron (I presume it's supposed to be made from cast iron) would probably look slightly more bumpy, especially if it's quite old. I'm probably not the best person to give crits on textures though because I always tend to avoid it and go for a perfect, smooth finish.
[t]http://i.imgur.com/bz4JAZZ.jpg[/t] Moped for TF2, smoothgroups are for babies. I'm not happy with the front light shape just yet, maybe I'll fix it tomorrow. Probably not cause I'm fucking lazy
[QUOTE=Master Chris;44970480]It's been a while since my last post but I've finally done a proper studio render for my 1968 Dodge Charger model that I showed back on page 79. I've spent a lot of time getting the lighting right to show off the detail in the model though there's still quite a bit that i'd like to improve, like adding a small amount of deformation to the tires to add some weight to the car and small improvements to the materials, unfortunately I had to call time on it for now so that I could get it ready for my university degree show. that is nice! [img_thumb]http://s26.postimg.org/e2q5qwa2v/05_Lighting_Test_04.png[/img_thumb] [URL="http://postimg.org/image/ixjup68ed/"][IMG]http://s26.postimg.org/ixjup68ed/Studio_Setup_Final_01.jpg[/IMG][/URL] [URL="http://postimg.org/image/oa8p3awat/"][IMG]http://s26.postimg.org/oa8p3awat/Studio_Setup_Final_02.jpg[/IMG][/URL] [URL="http://postimg.org/image/wh0ouvmdh/"][IMG]http://s26.postimg.org/wh0ouvmdh/Studio_Setup_Final_03.jpg[/IMG][/URL][/QUOTE]
Can anyone give me a blank QC file?
[QUOTE=Falkok15;44980761]Can anyone give me a blank QC file?[/QUOTE] [url]https://www.dropbox.com/s/t6i2fewhx97pwg9/Blank.QC[/url] This should work.
Thanks. [editline]2nd June 2014[/editline] Oh fuck, I should reword that A QC that has the bases needed to compile.
[QUOTE=Falkok15;44981214]Thanks. [editline]2nd June 2014[/editline] Oh fuck, I should reword that A QC that has the bases needed to compile.[/QUOTE] [url]https://www.dropbox.com/s/jdjfw7rarrltcav/Template.QC[/url] This should do as a very basic QC, edited from one I've used to compile.
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