[IMG]http://i.imgur.com/C7J5T0t.jpg[/IMG]
First test bake this morning.
[URL="http://www.polycount.com/forum/showthread.php?t=142798"]Polycount Thread[/URL]
Doing the latest polycount hardsurface challenge.
[t]http://puu.sh/cxGTr/01cf4e3592.jpg[/t]
Still working on my skyline when I get the chance, usually weekends, here's a WIP rear bumper.
[img]http://i.imgur.com/aPKj6A4.jpg?1[/img]
Learn how to bake ambient occlusion, how to sculpt a balaclava, how to use the Set Flow tool to bridge objects together, and how to model a complex shape on a vending machine:
[IMG]http://i.xomf.com/wxvgx.jpg[/IMG]
[IMG]http://i.xomf.com/qflpj.jpg[/IMG]
[IMG]http://i.xomf.com/vfzkq.jpg[/IMG]
[url]https://www.youtube.com/watch?v=B3L_ohi0lwY[/url]
[url]https://www.youtube.com/watch?v=voxgTlXBIOc[/url]
[url]https://www.youtube.com/watch?v=sAGv5ICMh_Q[/url]
[url]https://www.youtube.com/watch?v=iEpGJTSZjS8[/url]
[url]https://www.youtube.com/watch?v=oMRLSNnqqCE[/url]
[t]http://cloud-4.steampowered.com/ugc/22843040684264948/F10A3282BD4741642BBF7562AF28F54D373129DA/[/t]
A chair and rug that I made, the rug has 26 skins available.
Figured this was the only place I could go for small questions, rather than posting a full thread, but what is the function of a exponent texture with phong?
Currently I'm working on a refrigerator, and I figure it would look better with phong.
Thing is though, the front texture has notes, and a gauge on it, so I need to find a way to specify which parts should have phong, and which don't.
[T]http://upl.kittehcat.org/2014-11-01_10-55-46.png[/T]
Keep in mind I don't have the experience required for modeling yet, so I had to make this using Propper.
what you want is the specular texture. speculars (known also as a phongmask in source) are stored in the normal maps alpha channel, with black being non-specular (less phong) and white being full specular.
$envmapmask or $envmap -> specular
$phongexponenttexture or $phongexponent -> gloss
[QUOTE=Merijnwitje;46382986]Figured this was the only place I could go for small questions, rather than posting a full thread, but what is the function of a exponent texture with phong?
Currently I'm working on a refrigerator, and I figure it would look better with phong.
Thing is though, the front texture has notes, and a gauge on it, so I need to find a way to specify which parts should have phong, and which don't.
[T]http://upl.kittehcat.org/2014-11-01_10-55-46.png[/T]
Keep in mind I don't have the experience required for modeling yet, so I had to make this using Propper.[/QUOTE]
you don't necessarily need a phong exponent texture, as that's just a per-texel version of $phongexponent
It's useful if certain areas have sharper highlights than others do on the same texture but it's not necessary on smaller, low quality objects or objects where the highlight is all the same.
I finished texturing this knife finally.
[t]https://dl.dropboxusercontent.com/u/21161113/SFM/knife_peview_small.jpg[/t]
The thing that took too much time was the handle, I wanted to try using zbrush for sculpting it, and I did. Still not super happy with it but it's better then the previous attempts.
[QUOTE=Lt_C;46388091]I finished texturing this knife finally.
[t]https://dl.dropboxusercontent.com/u/21161113/SFM/knife_peview_small.jpg[/t]
The thing that took too much time was the handle, I wanted to try using zbrush for sculpting it, and I did. Still not super happy with it but it's better then the previous attempts.[/QUOTE]
Cool aesthetically, but I think from a design perspective I wouldn't feel great about using a knife (is it for combat?) that has two pieces of metal(?) on the top edge that would likely impede stabbing, slicing, and general cutting in a lot of situations. I think something inlaid more with the blade would seem more sleek and practical- EG if the yellow/orange (sorry colorblind) piece was perhaps inlaid into the center of the blade or flush with the top, etc.
Update.
[t]http://puu.sh/cA1Au/49688919bb.jpg[/t]
[t]http://cloud-4.steampowered.com/ugc/22843040717283795/8B8DB8EB90154C37C02C5180A21CDE1AFFE166DA/[/t]
Made a couch and a small rug. Both of the rugs now have 32 skins, but I'm not sure what to do with the legs on the couch. I'd like them to be shiny, but don't know the correct vmt settings.
[IMG]http://i.xomf.com/rgjww.jpg[/IMG]
[QUOTE=John117;46391408][IMG]http://i.xomf.com/rgjww.jpg[/IMG][/QUOTE]
I really like the style but I can't help but feel those screws are going to interfere with the barrel.
Learn how to create the wrapping geometry seen in the revolver:
[IMG]http://i.xomf.com/smkss.jpg[/IMG]
[url]https://www.youtube.com/watch?v=uzupnNXCNtk[/url]
holy shit the polycount on those screws
[QUOTE=Biscuit-Boy;46396437]holy shit the polycount on those screws[/QUOTE]
it doesnt really matter considering they'll just get baked down anyway
Calling this pretty much done.
[t]http://puu.sh/cBlVN/d58bbe7974.png[/t]
[QUOTE=Biscuit-Boy;46396437]holy shit the polycount on those screws[/QUOTE]
[t]http://puu.sh/cBm4k/1fbcbe7ed4.png[/t]
:v:
So I finally decided to give marmoset toolbag a spin, does anyone have any tips of replicating vertexlitgeneric? Or am I better off remaking my maps to PBR or diffuse/normal/gloss/spec
Here are the results of some exploratory rendering
[t]https://dl.dropboxusercontent.com/u/21161113/40sw_marmoset2.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_marmoset_2.jpg[/t]
Also any good tips I should know?
disable the IBL lighting by setting the scene lighting intensity to 0 and just do all the lighting with point lights
[editline]3rd November 2014[/editline]
and reduce the contrast of your specular map
So I'm in 3DSMax2012 playing around with a premade scene with 5M poly/4.5M verts on screen, and I'm getting about 2FPS with Nitrous viewport on a 1GB GPU with most flashy stuff disabled. 3DS Max is shown to be taking up about 9GB of memory (of a total 16GB) and my total system RAM usage reads at around 85-99% at any given time.
Basically it runs like shit until my system locks up, my display driver crashes and I have to restart. What would I need most? New GPU (with more vram?) and more RAM? Just more RAM? Is it possible I just have some messed up settings that's letting it go too crazy? Maybe I just need to render proxy like, everything?
[QUOTE=Biscuit-Boy;46400554]So I'm in 3DSMax2012 playing around with a premade scene with 5M poly/4.5M verts on screen, and I'm getting about 2FPS with Nitrous viewport on a 1GB GPU with most flashy stuff disabled. 3DS Max is shown to be taking up about 9GB of memory (of a total 16GB) and my total system RAM usage reads at around 85-99% at any given time.
Basically it runs like shit until my system locks up, my display driver crashes and I have to restart. What would I need most? New GPU (with more vram?) and more RAM? Just more RAM? Is it possible I just have some messed up settings that's letting it go too crazy? Maybe I just need to render proxy like, everything?[/QUOTE]
Install max 2014 or 15, Nitrous performance is miles ahead, I just made a test scene around 10m/5m staying around 60 fps. Vram seems to not really matter unless you have a bunch of fancy viewport shaders on.
Thanks for the heads up! What GPU are you using, and are you also maxing out your ram?
[QUOTE=Lt_C;46398451]So I finally decided to give marmoset toolbag a spin, does anyone have any tips of replicating vertexlitgeneric? Or am I better off remaking my maps to PBR or diffuse/normal/gloss/spec
Here are the results of some exploratory rendering
[t]https://dl.dropboxusercontent.com/u/21161113/40sw_marmoset2.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_marmoset_2.jpg[/t]
Also any good tips I should know?[/QUOTE]
The bullets need saturated colored specular in order to make it look right, at the moment they look like plastic.
[editline]3rd November 2014[/editline]
Also I would manually paint some edge wear on that pistol, the brushed metal looks really monotonous.
I think the specular reflections already look tinted yellow, and it's normal to have some ammo that has a dark diffuse map and strong specular reflections (glossier, polished ammo) as well as ammo with a diffuse map that is more flat brass colored and less specular strength. I think that with the non gloss ammo type that his model is closer to, he does need to decrease specular sharpness, though.
nah. in ibl setups any metal is 100% black diffuse and you control the flatness of the reflection via the gloss map
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