• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=azgag;47536254]It's not that bad but optimization-wise you're gonna get a drawcall for each material on your mesh.[/QUOTE] So if I had 100 of these houses in a map, I'd have 1000 draw calls compared to 100 if I just used 1 texture, right?
[QUOTE=Leintharien;47536433]So if I had 100 of these houses in a map, I'd have 1000 draw calls compared to 100 if I just used 1 texture, right?[/QUOTE] It depends on the engine you're using, In UE4 having 10 same meshes with 3 materials each will give you 30 drawcalls. I'm not exactly sure how Source works, I might run some tests to find out this weekend
I do believe that drawcalls in source don't add to the draw count if It's the same texture loaded on a different model
using different materials on the same model will create separate draw calls and using the same material on different models MAY be optimized to cost only one draw call depending on the engine [editline]16th April 2015[/editline] [QUOTE=Leintharien;47536054]Is it bad if I have a source model referencing multiple materials? [img]http://i.imgur.com/wF0TYrT.png[/img][/QUOTE] it will be less expensive than if you had built it out of brushes consisting of the same materials [editline]16th April 2015[/editline] [QUOTE=azgag;47536491]It depends on the engine you're using, In UE4 having 10 same meshes with 3 materials each will give you 30 drawcalls. I'm not exactly sure how Source works, I might run some tests to find out this weekend[/QUOTE] in ue4 it will probably cost 3 drawcalls because of batching
Four part tutorial series on sculpting and texturing video game rocks: [IMG]http://i.xomf.com/gfhhv.jpg[/IMG] Also, retro sci-fi computers, giveaways, boots, a weapon sling, sculpting pants, modular environments, and more. [IMG]http://i.xomf.com/nnrgl.jpg[/IMG] [IMG]http://i.xomf.com/hrjrm.jpg[/IMG] [IMG]http://i.xomf.com/dhhms.jpg[/IMG]
I'm working on texturing an enemy for my Unity game, but I can't find a color pallet that works for what I want. It's a bright and colorful level. I don't want the enemies to be grey because they'll blend to much into the background (the main object in the scene is a grey stone tower). Help me pick some colors guys. [img]http://i.gyazo.com/be8849d778d934267294c1f7944064b9.png[/img] [editline]17th April 2015[/editline] This is why you don't let me play with colors. [t]http://i.gyazo.com/235b2da8a2ae2bf6172b9d7e1e7c7e90.png[/t]
[QUOTE=TheGoodDoctorF;47548060]I'm working on texturing an enemy for my Unity game, but I can't find a color pallet that works for what I want. It's a bright and colorful level. I don't want the enemies to be grey because they'll blend to much into the background (the main object in the scene is a grey stone tower). Help me pick some colors guys. [img]http://i.gyazo.com/be8849d778d934267294c1f7944064b9.png[/img] [editline]17th April 2015[/editline] This is why you don't let me play with colors. [t]http://i.gyazo.com/235b2da8a2ae2bf6172b9d7e1e7c7e90.png[/t][/QUOTE] smoothing aaaaaaa
Doesn't entirely look like smoothing errors. It's mostly Blender's fucked AO.
[QUOTE=OpethRockr55;47553134]Doesn't entirely look like smoothing errors. It's mostly Blender's fucked AO.[/QUOTE] Blender doesnt have veiwport ao and as far as cycles is concerned ao works fine :v:
[QUOTE=WrathOfCat;47553555]Blender doesnt have veiwport ao and as far as cycles is concerned ao works fine :v:[/QUOTE] Blender has had optional viewport AO since 2.74
regardless it's definitely smoothing not ao
That picture wasn't even taken in Blender -- how is it being flagged as the culprit?
That's 3DSMax's default viewport isn't it.
I thought I'd share some of WiP projects with you guys. Most of these models, if not all, only lacks texturing befeore I plan to put them in Cities: Skylines. [t]https://dl.dropboxusercontent.com/u/71236376/WiP%20Models/Bunker%202015-04-19.png[/t] [t]https://dl.dropboxusercontent.com/u/71236376/WiP%20Models/Watchtower%202015-04-19.png[/t] [t]https://dl.dropboxusercontent.com/u/71236376/WiP%20Models/SkyWatch%20Sentinel%202015-04-19.png[/t] [t]https://dl.dropboxusercontent.com/u/71236376/WiP%20Models/Military%20Outpost%202015-04-19.png[/t] So yeah, please keep in mind that I'm still very new to this so the models will of course not be perfect. :P
I am the first person to upload to the Minimum workshop! [sp]That's not a dev[/sp] [t]http://cloud-4.steamusercontent.com/ugc/527261519564817150/42217F48199A757783B377FCBE705988E17862D1/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=428182748[/url]
[QUOTE=WrathOfCat;47549870]smoothing aaaaaaa[/QUOTE] I'm still new to this, could you tell me how I can fix the smoothing? Rusty gave me some advice on the design/colors. I like to think I'm making progress. [t]http://i.gyazo.com/19cb2bd453a849fe462cfed5026d5154.png[/t]
Does he by any chance save a princess named Zelda?
[img]http://puu.sh/hjPDH/6696b1f586.png[/img] Rocks rox. Obviously not game-ready yet.
Crossposting from 3d art, not sure which this belongs in [IMG]http://orig14.deviantart.net/71f4/f/2015/109/a/5/honda_today_by_renakryik-d8qckrt.jpg[/IMG] Starting to really learn the ins-and-outs of baking AOs and normal maps, and starting to figure out generators in Substance Painter Shame my Substance Painter demo ends soon, such a wonderful program T^T Also, how is my work looking to you wonderful people here?
[IMG]http://orig12.deviantart.net/d41f/f/2015/108/3/f/_bbd__nil__synth_dragoness_by_sagejfox-d8q8exn.png[/IMG] Since I'm a lazy SOB, for the most part just gonna copy what I wrote on [URL="http://sagejfox.deviantart.com/art/BBD-NIL-Synth-Dragoness-527792027"]those[/URL] [URL="https://www.furaffinity.net/view/16320861/"]other[/URL] places I've posted. Armstrong Automatonics Brand Personal Maid Model Honeybee, Serial NIL 24S 8J 03F-DRAKE, or as she prefers to call herself NIL, is one half of the leadership of the Faolan Consonance, a group primarily focused on fostering positive relations between organic and synthetic beings. NIL here is the first real model made for Build Battle Destroy, a Source mod I've been working on. She's got a few kinks I've already decided will be addressed with the next version of her model, but for now, I hope she's good enough. Please let me know what you think!
[QUOTE=SageJFox;47559726]She's got a few kinks[/QUOTE] Children visit this forum!
[QUOTE=SageJFox;47559726][IMG]http://orig12.deviantart.net/d41f/f/2015/108/3/f/_bbd__nil__synth_dragoness_by_sagejfox-d8q8exn.png[/IMG] Since I'm a lazy SOB, for the most part just gonna copy what I wrote on [URL="http://sagejfox.deviantart.com/art/BBD-NIL-Synth-Dragoness-527792027"]those[/URL] [URL="https://www.furaffinity.net/view/16320861/"]other[/URL] places I've posted. Armstrong Automatonics Brand Personal Maid Model Honeybee, Serial NIL 24S 8J 03F-DRAKE, or as she prefers to call herself NIL, is one half of the leadership of the Faolan Consonance, a group primarily focused on fostering positive relations between organic and synthetic beings. NIL here is the first real model made for Build Battle Destroy, a Source mod I've been working on. She's got a few kinks I've already decided will be addressed with the next version of her model, but for now, I hope she's good enough. Please let me know what you think![/QUOTE] Not really a big fan of furries, but it looks nice. Feels a bit simple, but that's not a bad thing. My main complaints is how the texel density is all over the place. Some bits of the texture are super blurry, while other parts are HD. Needs to be more uniform
Whatever you're doing with the eyes is a bit weird. Are they meant to be mirror finish? Lens-like? Glowing?
[QUOTE=Stiffy360;47560547]Not really a big fan of furries, but it looks nice. Feels a bit simple, but that's not a bad thing. My main complaints is how the texel density is all over the place. Some bits of the texture are super blurry, while other parts are HD. Needs to be more uniform[/QUOTE] Yeah, tried something a bit different than the norm with the unwrapping, was trying to keep it neat for easier sorting. That went well enough, but yes, some things did end up not fitting quite right. Unfortunately didn't catch it on some of the worst parts until I was well into the texturing (like the snaps around her hips, ugh). In case you felt like seeing it, the UV mapping for the main texture: [IMG]http://i.gyazo.com/c5214c368415c0fae67e1c14713707f1.png[/IMG] As for the simplicity, was intended to a certain point. She's an older, cheaper model of Synth (hence the large amounts of wood paneling), and was more intended in her original purpose for more utility than aesthetics. Other issues her model includes are clipping at the limbs and almost half of her tri count (5,984/12,366) going in her joints (model needs to be able to be dismantled, so couldn't delete the normally unseen faces of the spheres). [QUOTE=Biscuit-Boy;47560842]Whatever you're doing with the eyes is a bit weird. Are they meant to be mirror finish? Lens-like? Glowing?[/QUOTE] Original idea was similar to stained glass for the coverings, but that was toned down to be more translucent, and lighter in color as well so you could better see what's going on inside. [img]http://i.gyazo.com/c0148bfe971c7ac8b41ecacc75983b4f.png[/img] The broken white ring around the aperture that's her iris/pupil is meant to glow, yes, but, well, eye shader. Also wish I could've gone with something other than a simple image of gears for the "cornea", but worked well enough.
[QUOTE=SageJFox;47561032] In case you felt like seeing it, the UV mapping for the main texture: [IMG]http://i.gyazo.com/c5214c368415c0fae67e1c14713707f1.png[/IMG][/QUOTE]You can probably save a LOT of UV space and increase the resolution of other UVs by taking certain UVs, and mirroring and overlaying them onto other UVs that are shaped the same, like the arms, joints, hands, feet, legs, and whatever all of those circles and octagons are
[t]http://cloud-4.steamusercontent.com/ugc/527261519568654839/FD70A488DF4095A92E5B5294507261ED137B71F5/[/t] Gee I wonder what this could be based on. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=428903107&searchtext=[/url] Can only be seen if you own the game Minimum
Might be a good idea about "What should i create next" [url=http://i.imgur.com/Ne48K49.png][img]http://i.imgur.com/Ne48K49l.png[/img][/url]
[QUOTE=Long Nange;47563193]Might be a good idea about "What should i create next" [url=http://i.imgur.com/Ne48K49.png][img]http://i.imgur.com/Ne48K49l.png[/img][/url][/QUOTE] My favourite has always been this: [t]http://i.imgur.com/NMKyRAI.jpg[/t]
[QUOTE=Masterlegodude;47561138]You can probably save a LOT of UV space and increase the resolution of other UVs by taking certain UVs, and mirroring and overlaying them onto other UVs that are shaped the same, like the arms, joints, hands, feet, legs, and whatever all of those circles and octagons are[/QUOTE] Yes that I was aware of, but wanted to do a bit of wear on parts (missing rivets, slight rust spots, etc., not really easily seen in the UV preview but they are there) and those wouldn't really look right being mirrored on both sides. As for all the circles (the "caps" of her different limb parts), left those mostly unstacked because I wasn't really sure how she was gonna be textured until I got into it, and didn't want mismatched textures (brass on the one part and iron on the other, etc.). Truthfully speaking, she was originally meant as a quick "first draft" model, but then spent waaay too much time on her. Got excited I suppose. [sp]And yes, yes, I know, the children.[/sp]
Modeling the bogies used on the early wagons of the Orient Express, there will be several different designs used for different cars of the train. Still has quite a way to go. [IMG_thumb]https://dl.dropboxusercontent.com/u/52242457/Bogie_journal_boxes.png[/IMG_thumb] [IMG_thumb]http://cloud-4.steamusercontent.com/ugc/31864179202298644/45F2147B63F07203B86D628AE09013872D89CCBD/[/IMG_thumb]
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