• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Oh, yeah sure if Marmoset calls them Albedo maps or whatever, the point is that brass ammo can vary in both reflection gloss and strength and older ammo can be almost completely free of specular. And I'm not sure why you needed to say anything about 'flatness of the reflection via gloss map' because specular sharpness = gloss map aka exactly what I said.
[QUOTE=Juniez;46402099]nah. in ibl setups any metal is 100% black diffuse and you control the flatness of the reflection via the gloss map[/QUOTE] Yeah I encountered this today. I need to read up I think, I've been under the rock that is source for far too long. [t]https://dl.dropboxusercontent.com/u/21161113/knife_kbar_marmoset_small.jpg[/t]
[QUOTE=Biscuit-Boy;46403000]Oh, yeah sure if Marmoset calls them Albedo maps or whatever, the point is that brass ammo can vary in both reflection gloss and strength and older ammo can be almost completely free of specular. And I'm not sure why you needed to say anything about 'flatness of the reflection via gloss map' because specular sharpness = gloss map aka exactly what I said.[/QUOTE] even the oldest of ammunition is 100% specular lighting , just varying in glossiness. at that point the level of diffusion of the specular lighting is akin to the diffuse term and so it doesn't really matter BUT if it is 'shiny' (to use the term loosely to refer to the specular-roughness relationship, because reflection gloss and reflection strength are directly coupled forever unless it's got some kind of finish on it) enough to leave a visible highlight then the proper way to go about it is to leave it 100% in the specular map and 0% in the diffuse map - any kind of tarnish or dustiness or dirty wear that would significantly compromise the 'metalness' of the material is bound to ruin any sort of reflective image. if you're working with source then there is obviously a compromise of rendering features because source is bad, but even there if you really needed the visual disparity you can set up a separate material call for that metal object. that's expensive though [editline]3rd November 2014[/editline] anyways, that's what i think [editline]3rd November 2014[/editline] actually it would be entirely plausible for the casing to get tarnished and then whatever's coated on top of it is then polished afterwards which would give it a sharp non-metallic shine on top of thedull metallic shine
[t]http://puu.sh/cCjLb/0e5f2e0d32.jpg[/t] They call this next gen! even AAA? I'm knocking an A off. Cod:AW, AA game..
[t]http://s3.postimg.org/rkonxow43/Untitled.png[/t] [t]http://www.betosmovingandeliveryservices.com/red_hand_truck.jpg[/t] Ive been trying to make my skills more relevant to 3d modeling by making random objects suggested by my friends. I think its going pretty well
[QUOTE=surfur;46404167][t]http://puu.sh/cCjLb/0e5f2e0d32.jpg[/t] They call this next gen! even AAA? I'm knocking an A off. Cod:AW, AA game..[/QUOTE] At least it tiles correctly :v: sort of...
[QUOTE=Alex141;46409932]At least it tiles correctly :v: sort of...[/QUOTE] Is that a window texture on a billboard?
[t]http://i.imgur.com/InpsPo3.jpg[/t] mostly base values and some very basic texture crits? [url=http://www.polycount.com/forum/showthread.php?t=142798]polycount thread[/url]
Think I'll watch/download some of John 117's tutorial videos tomorrow. I have never been able to model, sure I can edit an already made model (usually a game model) but the most I get into that is adding textures and deleting what I don't need. Most I've ever done with 3DS Max is the Shell function for 3D Printing usage, and the same goes for ZBrush when I've needed to give a low poly model a higher polycount for 3D printing. I guess it's time to go to school with these video links. See if I can learn to get some armor and weapons modeled.
Learn how to model a Chinese lantern: [IMG]http://i.xomf.com/vjkwg.jpg[/IMG] [url]https://www.youtube.com/watch?v=Ptvg9FleiPg[/url] [url]https://www.youtube.com/watch?v=FQD01-H5Pkc[/url]
[QUOTE=surfur;46404167][t]http://puu.sh/cCjLb/0e5f2e0d32.jpg[/t] They call this next gen! even AAA? I'm knocking an A off. Cod:AW, AA game..[/QUOTE] They could have at least used some interior mapping techniques like in Watch Dogs to make some sort of illusion behind those glasses. And to make the glasses transparent of course.
[IMG]http://i.xomf.com/ljxrw.jpg[/IMG]
[QUOTE=kaine123;46412190][t]http://i.imgur.com/InpsPo3.jpg[/t] mostly base values and some very basic texture crits? [url=http://www.polycount.com/forum/showthread.php?t=142798]polycount thread[/url][/QUOTE] Looks like the silencer has a lot more wear then the actual gun
[QUOTE=WrathOfCat;46423885]Looks like the silencer has a lot more wear then the actual gun[/QUOTE] [URL="http://i.imgur.com/S54NkMX.jpg"]still heavy wip, like i said[/URL]
Not unreasonable to be honest. Even if you treat a gun like your firstborn child, firing it regularly is going to put a lot more wear on the suppressor than the gun itself, because of all the heat trapped within (which would normally just escape out the barrel). While it's almost unheard of to have a weapon refinished, it's pretty common for suppressors to need repainting after prolonged use (something thousands of rounds).
[QUOTE=atrblizzard;46416614]They could have at least used some interior mapping techniques like in Watch Dogs to make some sort of illusion behind those glasses. And to make the glasses transparent of course.[/QUOTE] I'm curious. How is that done, exactly?
[QUOTE=Skerion;46427820]I'm curious. How is that done, exactly?[/QUOTE] well, [url]http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitGemsInteriorMapping/IM_12_CompleteMaterial.png[/url]
yep that definitely doesn't need thumb tags
Actually, after searching it up, I think I've got an idea on how it works. [t]https://forums.unrealengine.com/attachment.php?attachmentid=4091&d=1401459958[/t] [t]https://forums.unrealengine.com/attachment.php?attachmentid=4042&d=1401389048[/t] So basically, an infinite amount of X Y and Z planes trapped inside a model. That's pretty neat.
[QUOTE=Biscuit-Boy;46427787]Not unreasonable to be honest. Even if you treat a gun like your firstborn child, firing it regularly is going to put a lot more wear on the suppressor than the gun itself, because of all the heat trapped within (which would normally just escape out the barrel). While it's almost unheard of to have a weapon refinished, it's pretty common for suppressors to need repainting after prolonged use (something thousands of rounds).[/QUOTE] also the gun was a work in progress and i literally just hadnt started working on anything else yet
[img]http://i19.photobucket.com/albums/b164/Soukonoung/Shield_anim_zpsfozk6kay.gif[/img]
[QUOTE=Juniez;46427863]well, [t]http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitGemsInteriorMapping/IM_12_CompleteMateerglregep[][/QUOTE] Holy crap, this thing is so huge, Waterfox suddenly used 100% while locking up.
Hi there. Why it shades so bad? [URL=http://imgur.com/hIbRNHy][IMG]http://i.imgur.com/hIbRNHyl.png[/IMG][/URL] [URL=http://imgur.com/kke99fq][IMG]http://i.imgur.com/kke99fql.png[/IMG][/URL]
Bad Topology. Try this instead: [IMG]http://i.xomf.com/nsdvm.jpg[/IMG] Also, check out my videos on topology: [url]https://www.youtube.com/watch?v=CpSAG85Rsk0[/url]
[QUOTE=Skerion;46428012]Actually, after searching it up, I think I've got an idea on how it works. So basically, an infinite amount of X Y and Z planes trapped inside a model. That's pretty neat.[/QUOTE] That's a really neat shader. Looks like it's using come lower level code to happen though. Is it publicly released?
How would you suggest I do sew threads? Should I keep doing it the way where I make a spline path and conform it mostly to the chair and then have a small subdivided model act as the thread and lock it so it can only move on the spline?
[t]http://i.imgur.com/cbDsIDf.jpg[/t] Pretty close to calling it finished at this point.
Hey people. While this is probably unorthodox I felt I needed to at least have a go, so here goes. I've gone through the thread and there's some properly impeccable work, so I was curious as to if anyone would be interested in taking commission for a model? Perfectly understandable if this is an unfair request. Thanks.
[QUOTE=Lt_C;46435036]That's a really neat shader. Looks like it's using come lower level code to happen though. Is it publicly released?[/QUOTE] Yes, pretty much everything about it is released at [url]http://interiormapping.oogst3d.net/[/url] You might want to feed the provided shader code through the NVIDIA CG compiler if you want to obtain GLSL code as well. The only thing that I'd like to see is to see is to have those paper-thin walls an option to make them wider, as they look pretty bad from a closer distance. But since they're intended for such buildings, they look good enough for a larger distance.
TAKE A BEER [IMG]http://www.asianews.it/files/img/ISLAM_-_Abu-Bakr-al-Baghdadi.jpg[/IMG] [IMG]http://puu.sh/cIMr4.png[/IMG]
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