• The "Model/Skin" Pimpage/WIP Thread V7
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[QUOTE=Nuclear Arbitor;43766784]so the pilings are not going to stay wood? because, far from holding up all that weight, especially with vehicles, they'd rot out after 20 years and the whole thing would collapse. the bottom is really ghetto looking; the top is just old and damaged. it creates a discordance. if you're going to build the top in concrete you do the bottom as well; especially in a situation like that.[/QUOTE] I think the discorouse has something to do with the texture difference in the two pieces of wood? This picture is what i'm referencing, looks like most of the weight is on either side being held up by earth as well as the extra pylons I have yet to put in. But I see what you're saying [t]http://cee.utk.edu/research/madison-county-bridge-side-view.jpg[/t]
Anyone have any experience with Houdini? A game I'm trying to mod uses its .bgeo files, and after converting to obj, editing the model and converting it back to .bgeo the game won't launch. Not sure which stage is causing the problem.
Does anyone here go to Savannah College of Art and Design or know someone who does?
[QUOTE=surfur;43771720]I think the discorouse has something to do with the texture difference in the two pieces of wood? This picture is what i'm referencing, looks like most of the weight is on either side being held up by earth as well as the extra pylons I have yet to put in. But I see what you're saying[/QUOTE] oh i see; it's a bridge. i thought it was an elevated highway. those logs look like they're soaked in creosote but even so they'll rot out eventually; especially since that's a stream bed. looks like that bridge was done on the cheap. probably prestressed concrete beams laid on top. one other thing i just noticed: those guard rails are usually overlapped and bolted together at the posts; they'd break there and not in the middle.
[QUOTE=kaine123;43778063]Does anyone here go to Savannah College of Art and Design or know someone who does?[/QUOTE] A friend of mine does, but not for anything 3d related.
nearly done! [t]http://files.1337upload.net/az_biocell010.jpg[/t][t]http://files.1337upload.net/az_biocell011.jpg[/t][t]http://files.1337upload.net/az_biocell012.jpg[/t]
Really liking that model.
Wooden panel thing, inspired by the ones in the Hogwarts great hall. I moved all the panels around so it didn't look like it was all made out of one block of wood but you can't really tell. Might have to paint some different hue/saturation/brightness/contrast stuff on. [img]https://dl.dropboxusercontent.com/u/102156717/screenshot001.png[/img]
[QUOTE=azgag;43780121]nearly done! [t]http://files.1337upload.net/az_biocell010.jpg[/t][/QUOTE] That has turned out really nice, great job.
[t]http://i.imgur.com/B1HaHYW.png[/t] Just above my cursor. Can anyone help me resolve this? It's about to make me go apeshit wild if I can't fix it. It's happened in a few of my models, essentially demotivating me.
[QUOTE=SamuelRowe;43794245][t]http://i.imgur.com/B1HaHYW.png[/t] Just above my cursor. Can anyone help me resolve this? It's about to make me go apeshit wild if I can't fix it. It's happened in a few of my models, essentially demotivating me.[/QUOTE] use [noparse][t][/t][/noparse] for big images so it doesn't stretch the page. For your model you should look into cages and exploded meshes for baking.
[QUOTE=azgag;43794564]use [noparse][t][/t][/noparse] for big images so it doesn't stretch the page. For your model you should look into cages and exploded meshes for baking.[/QUOTE] Thank you. [editline]5th February 2014[/editline] [QUOTE=azgag;43794564]use [noparse][t][/t][/noparse] for big images so it doesn't stretch the page. For your model you should look into cages and exploded meshes for baking.[/QUOTE] [t]http://i.imgur.com/Nd2fmSc.png[/t] I FUCKING LOVE YOU DUDE
also bake with all normals smoothed, it helps a lot: [IMG]http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_1.jpg[/IMG] [IMG]http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_2.jpg[/IMG]
[QUOTE=Haxxer;43795042]also bake with all normals smoothed, it helps a lot.[/QUOTE] it depends ... but mostly not though
[QUOTE=Juniez;43795046]it depends ... but mostly not though[/QUOTE] i've found that the majority of my things are better with smoothed normals. but then again, you never know with the world of normal mapping. 90% of the time rendering works 50% of the time :p
[QUOTE=Haxxer;43795042]also bake with all normals smoothed, it helps a lot: [IMG]http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_1.jpg[/IMG] [IMG]http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_2.jpg[/IMG][/QUOTE] oh! this is because you're probably baking with a set ray width, and because smoothing split = disconnected vertices = ray gaps when projected from the original mesh but that's why you use a cage! so the rays don't project using the original mesh's normals there's an entire big thing of information here: [url]http://www.polycount.com/forum/showthread.php?t=107196[/url] super useful stuff - although most of the time you can just chuck a cage on a model and it'll [I]probably [/I]bake fine
[QUOTE=Haxxer;43795056]i've found that the majority of my things are better with smoothed normals. but then again, you never know with the world of normal mapping. 90% of the time rendering works 50% of the time :p[/QUOTE] Here's a document that I was given back when I was in university, it's can get complicated but I'm sure it can be helpful for anyone doing any normal map baking (it also has a checklist when cleaning a model in Maya before exporting): [url]https://drive.google.com/file/d/0B08qiS2LVYpdR1hjdmtnZExLOWM/edit?usp=sharing[/url] Basically softening every edges then hardening every UV borders works really well (there are a few exceptions where you don't want to harden an edge tho). And yeah, cages are important when baking.
makin a gravestone [t]https://dl.dropboxusercontent.com/u/7856270/screenshot000.png[/t] [url]http://i.imgur.com/p0whHXV.jpg[/url]
[QUOTE=cheesecurls;43621969]speaking of first timers first time ive ever made a model, its not great, it was mainly practice on how to make UV maps [img]http://i.imgur.com/Tl55qCe.jpg[/img] does anyone have any constructive crit for me?[/QUOTE] For a first model, not bad at all! For comparison, my first model :v: [IMG]http://i.imgur.com/uHplt9j.png[/IMG]
It's also important to triangulate your low poly meshes and cages before baking normals. That way the computer doesn't need to guess which way to split a quad into two triangles, or ngons into as many triangles as it has as well. The result is a lot smoother and accurate. Nowadays with the current generation, don't be afraid to add some more geometry by beveling (chamfering, in 3ds Max) 90 degree angles. Here's my current work in Sculptris. The body is NSFW, so just a head and a bit of a neck and shoulders if you don't mind. (; Trying to nail down the anatomy right this time. I've been working with this over a month already... [t]http://i.imgur.com/VxjZwYA.jpg[/t]
[QUOTE=latuska90;43801088]Here's my current work in Sculptris. The body is NSFW, so just a head and a bit of a neck and shoulders if you don't mind. (; Trying to nail down the anatomy right this time. I've been working with this over a month already... [t]http://i.imgur.com/VxjZwYA.jpg[/t][/QUOTE] There seems to be a lack of facial muscle definition around the mouth, such as nasolabial folds or the bulge of the orbicularus oris around the lower face. [img]http://blog.remnantbride.com/wp-content/uploads/lips3.jpg[/img] Notice how there's a definite volume that surrounds the lips and how the corners of the mouth sink back into that volume to create soft creases. Also, the clavicle has a slight S shape to it. Simple change, but a noticeable one. [img]http://upload.wikimedia.org/wikipedia/commons/f/f6/Clavicle.gif[/img] It's definitely a great start, though. Keep it up.
Hey guys I'm getting pissed off once again about something else. This time it is about adding scratches/wear to the edges of models. How do you guys add such real looking scratches? I've searched high and low and nothing has come up for me. I just need the scratches to accumulate on the edges of things.
[QUOTE=SamuelRowe;43820657]Hey guys I'm getting pissed off once again about something else. This time it is about adding scratches/wear to the edges of models. How do you guys add such real looking scratches? I've searched high and low and nothing has come up for me. I just need the scratches to accumulate on the edges of things.[/QUOTE] You can try and use some texture tools like ddo, but I've always done them by hand in photoshop with a stylus. With a lot of practice, the right brush, and the right tools, you can get excellent results. It generally takes me about half an hour to two hours to fully scratch and edge highlight a texture.
[QUOTE=SamuelRowe;43820657]Hey guys I'm getting pissed off once again about something else. This time it is about adding scratches/wear to the edges of models. How do you guys add such real looking scratches? I've searched high and low and nothing has come up for me. I just need the scratches to accumulate on the edges of things.[/QUOTE] If you're baking down normal maps from a high poly down to a low poly you can use emboss cavity maps to get regions that are "corners" on a black white texture. xNormal can take tangent space normal maps and turn them into emboss cavity maps. Gives you a nice base to work off, but other scratches should still be added to make it look better.
[QUOTE=FlyingAlien;43824270]If you're baking down normal maps from a high poly down to a low poly you can use emboss cavity maps to get regions that are "corners" on a black white texture. xNormal can take tangent space normal maps and turn them into emboss cavity maps. Gives you a nice base to work off, but other scratches should still be added to make it look better.[/QUOTE] I've noticed that converting normal maps to cavity maps in xNormal, disadvantages are low poly details and stripes of gradients coming along too.
Gee, thanks guys. Just one other detail, I cannot afford the professional tools like dDo, but I will check out the other stuff you guys suggested, thanks!
Is this the right place to ask for texture help? [IMG]http://i.imgur.com/QRox2f5.png[/IMG] I've been working on some Masked Dedede gear from Kirby and such. The model is entirely created from scratch since the only references around are tiny sprites from the Nintendo DS game. [t]https://24.media.tumblr.com/9b57b06a3160c2369cefbe3171c8cef7/tumblr_n0ngs2HnNw1si78sgo1_1280.png[/t][t]http://i.imgur.com/tGkEERV.png[/t][t]http://i.imgur.com/cwooCmr.png[/t] I've also UV'd the entire hammer but then I was reminded how little 2D artistic talent I have. I swear to god I'm practicing to get good enough to create my own high quality texture work, but unless I want to wait several months just to finish this, I'm going to have to ask for help. Would anyone be willing to help me with this? I know it's a lot to ask but I seriously can't do this on my own. If anybody's interested, I can give you some more info on the style and such that I'm going for. I just don't want to clog up the thread with reference pictures and texture rips. PM me if you're interested in helping. I'll probably forget I posted this here and never reply to any offers.
[QUOTE=Chaofanatic;43829871] -Quoty Stuff-[/QUOTE] I might want to help.
Thanks for the helpful tips, OpethRockr55. Some progress with the facial features: [t]http://i.imgur.com/nhmimhA.jpg[/t]
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