[QUOTE=LATTEH;44106448]There's no engine. Is it powered by the tears of people waiting for half life 3?[/QUOTE]
[QUOTE=Juniez;44021442][t]http://puu.sh/77YMT.jpg[/t]
(i assume)[/QUOTE]
[t]http://puu.sh/7gM74.jpg[/t]
(i still assume)
[QUOTE=Juniez;44106700][t]http://puu.sh/7gM74.jpg[/t][/QUOTE]
That looks more like a power supply for a computer. Who needs an engine when you have one of those?
[QUOTE=CaptainBigButt;44106870]That looks more like a power supply for a computer. Who needs an engine when you have one of those?[/QUOTE]
i will remodel it. just for u
[QUOTE=Juniez;44106700][t]http://puu.sh/7gM74.jpg[/t]
(i still assume)[/QUOTE]
Poor Juniez, getting blasted for staying true to a design that didn't make sense in the first place and having to defend a dedication to accuracy.
[t]http://puu.sh/7h6mz.png[/t]
here u go
it looks more like one of em jet intake turbines but i think it's closer to the original
Very nice Juniez, question, what program do you use to bake out your cavity map? im never really happy with how mine turn out in xnormal.
..xnormal :x
God damn it xnormal...
[QUOTE=Juniez;44105543]27,209 triangles for some jagged wheels [IMG]http://fi.somethingawful.com/images/smilies/negativeman-55f.png[/IMG][/QUOTE]
The tire rubber seems to have enough geometry - how come you didn't just bake the metal rim / inner wheel part into the wheels and let the texture handle the roundness?
Great model and bake, though - well done!
It's just used to add detail of low and high points (inside the cavities, if you will) from the high poly to the diffuse. That's what I use it for, at least.
There doesn't seem to be a all conclusive description of what a cavity map is - but generally it is a black and white texture generated out of a normal map to get a certain visual effect in regards to the surface of a material.
Theres 2 common uses.
One of the is similiar to a ambien occlusion map, which darkens all areas which can be considered to be in crevices. Good since ambient occlusion maps generated from the 3D models itself often don't pick up on small details.
Another one is a embossing cavity map, which lightens all edges on the normal map and therefore simulates edge wear (highly useful for hard surface models).
[QUOTE=Joazzz;44112481]saw that earlier, but that doesn't explain much[/QUOTE]
it darkens cavities and highlights edges so you can have better edge definition
[QUOTE=FlyingAlien;44111135]The tire rubber seems to have enough geometry - how come you didn't just bake the metal rim / inner wheel part into the wheels and let the texture handle the roundness?
Great model and bake, though - well done![/QUOTE]
we thought it'd be better to have the tires and seat-cloth have entirely separate materials to have better control of envmaps within source (source,...!!)
to clarify - the normals themselves are totally fine - the edge created by the differences in the two materials' colors (white wheels vs black tires) is what's jagged
it's an easy fix
[QUOTE=Juniez;44112876]it darkens cavities and highlights edges so you can have better edge definition
we thought it'd be better to have the tires and seat-cloth have entirely separate materials to have better control of envmaps within source (source,...!!)[/QUOTE]
You could fix those jagged edges on the hubcaps by just doing a circle shape in photoshop and baking the normal in crazybump. (Simulating geometry in this day and age, blasphemy, I know!)
Here's the [del]pussy[/del]
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye9.jpg[/img]
It's 512^2 right now but it will probably be better as 256^2 I reckons.
I want to add more details of some sort, maybe some embossed ornament things, in some of the panels, but I feel like I'm hitting the limits of what nDo2 can do on its own. Guess I need to finally stop procrastinating on improving my modelling skills.
[img]https://24.media.tumblr.com/52c622073d34188d833ed5dd8ad3719d/tumblr_n1tl6jLEGx1tuc8jco1_1280.png[/img]
That's a bit of a poor render I think. Rendering on pure white doesn't usually look too swell, quite a contrast to focus on what you're showcasing if that makes sense. I don't think it's the best angle either to see the specular/normal.
How's this?
I was lazy on this one and didn't move the panels around to break up the tiling, think that was probably a bad choice. Not sure the spec works all that well either.
[t]https://dl.dropboxusercontent.com/u/102156717/PanelsNew.png[/t]
I really want to make it look something more like this, but it's way beyond my modelling skills atm:
[t]http://www.systink.com/wp-content/uploads/2013/12/debonair-faux-wood-ceiling-tiles-and-superb-faux-tin-ceiling-tiles-installed-915x1220.jpg[/t]
[QUOTE=NotExactly;44115164]I really want to make it look something more like this, but it's way beyond my modelling skills atm:
[t]http://www.systink.com/wp-content/uploads/2013/12/debonair-faux-wood-ceiling-tiles-and-superb-faux-tin-ceiling-tiles-installed-915x1220.jpg[/t][/QUOTE]
[url=http://quixel.se/ndo/]Well...[/url]
[QUOTE=Kosai106;44117796][url=http://quixel.se/ndo/]Well...[/url][/QUOTE]
nDo2's what I'm using at the moment, but that's really intricate stuff to try and do with the selection tool and photo sourcing doesn't seem to be working that well either.
[QUOTE=NotExactly;44117907]nDo2's what I'm using at the moment, but that's really intricate stuff to try and do with the selection tool and photo sourcing doesn't seem to be working that well either.[/QUOTE]
Use shapes, that's what I do.
It's fast, easy and gets the job done.
[QUOTE=A big fat ass;44114332]Here's the [del]pussy[/del]
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye9.jpg[/img]
It's 512^2 right now but it will probably be better as 256^2 I reckons.[/QUOTE]
looking good, you really ought to do a tutorial on marvellous designer I would love to see your character workflow.
[QUOTE=Proj3ct_ZeRo;44118917]looking good, you really ought to do a tutorial on marvellous designer I would love to see your character workflow.[/QUOTE]
Yes! I tried it but couldn't get anything to work at all.
I got it working pretty well, but I wasnt particularly happy with my results. A good game workflow tutorial would be really helpful.
im not very experienced at this whole texture drawing thing but i do my best
[img]http://files.1337upload.net/texturewip.png[/img]
Looks great!
[QUOTE=Proj3ct_ZeRo;44118917]looking good, you really ought to do a tutorial on marvellous designer I would love to see your character workflow.[/QUOTE]
If you're asking specifically about that hat, it wasn't made in marvelous designer; that was Mudbox + Max.
Asking for my character workflow is a pretty funny joke, it's a fluke the guard has turned out this decent so far. Played around in Marvelous Designer for about 2 or 3 days to get it where I wanted it. Nothing fancy, I googled around for awhile looking at what good pattern shapes would be and how to do certain things (buttons and rolling up sleeves/pant legs - couldn't find anything for the latter but buttons are circular inner-holes that are stitched together from one side of the shirt to the other). Used one of the fabric property presets for most of the clothing with some editing. I believe I played around with friction and damping a bit. [url=http://img19.imageshack.us/img19/180/zgca.png]Here's[/url] a picture of my pattern layout in the side. I'd recommend you do the pants in four pieces instead of two, though. You can play around with the pattern shapes a bunch to get it how you want it. Exported the high poly (change the particle distance to a lower number in MD to get higher resolution, I think I used 8 on all the guard's fabrics) and retopologized it in TopoGun. Fixed, UV'd and added a bunch in 3DS Max. Normal and occlusion bakes in xNormal. Did a fair amount of the other baking in 3DS Max itself (high poly suspenders, belt buckle, bunch of other shit) just for the sake of being able to edit edgeloops and use turbosmooth. And of course Mudbox mostly for the hat, but I did a few touchups to the body in there as well. xNormal was my in-between for all high poly/low poly bakes because it's so nice.
Check out some of the video tutorials on the official MD site. They're really short, but very useful.
Sorry, you need to Log In to post a reply to this thread.