• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=DOG-GY;37434721]yeah what autodesk is titling the "ribbon" isn't really the ribbon ui (ribbon is that huge 3ds logo etc). it's incredibly wasteful and a shame that they changed it after max 2009[/QUOTE] Oh I get what you mean now, yea I'm used to it now so it doesn't bother me much more. Don't think it's something that would be easily removed.
Oregenal Churecter, donut steel. [t]https://dl.dropbox.com/u/22565769/ocr_wip5.png[/t]
nice Oregano Charter
[QUOTE=DOG-GY;37436054]nice Oregano Charter[/QUOTE] ty bby <33
[QUOTE=DOG-GY;37436054]nice Oregano Charter[/QUOTE] He probably spent lots of thyme on it. [SUB][sp]Sorry.[/sp][/SUB]
Got a question for you guys. I am modeling a revolver rifle for my friend and it requires I do some normal mapping so I could use a bit of help understanding that. [IMG]http://i46.tinypic.com/2m2x4rm.png[/IMG] These rivets/screws/bolts, lets say I wanted to do them with a normal map, how exactly would I do that? I can't really put them into a high poly because if I did wouldn't it change the uv when I remove them? Or do I have to uv the gun before making the high poly so that the high sticks to the original uv of the low poly? I am confuzzled, you guys know a lot more about it than me so I thought I would ask the best I know.
you don't need to uv the high poly those would best be done by floaters [img_thumb]http://wiki.polycount.com/AmbientOcclusionMap?action=AttachFile&do=get&target=ao_lighttracer_oniram_wire.jpg[/img_thumb] [img_thumb]http://wiki.polycount.com/AmbientOcclusionMap?action=AttachFile&do=get&target=ao-mr-fletcher_mesh_thumb.png[/img_thumb]
[QUOTE=Quinnjdq;37437875]Got a question for you guys. I am modeling a revolver rifle for my friend and it requires I do some normal mapping so I could use a bit of help understanding that. [IMG]http://i46.tinypic.com/2m2x4rm.png[/IMG] These rivets/screws/bolts, lets say I wanted to do them with a normal map, how exactly would I do that? I can't really put them into a high poly because if I did wouldn't it change the uv when I remove them? Or do I have to uv the gun before making the high poly so that the high sticks to the original uv of the low poly? I am confuzzled, you guys know a lot more about it than me so I thought I would ask the best I know.[/QUOTE] Usually when doing guns you first do the high poly (which is not UV'd), then the low poly on top of it to match it and then bake the high poly's normals on the low poly. And as said below, making the bolts separate geometry is one way of doing it. Just let them hover close to the surface and when adjusting the cage for the bake (if using 3dsMax's baking) then just include them in the cage. The renderer will think they are on the surface rather than floating. For the actual baking there are many tutorials out there.
but absolutely 100% don't use 3ds max's ray distance based baking because that's not the proper way to bake things. you should be baking with an averaged cage. i like to use xnormal for baking as it's very fast and can bake on the gpu This is the perfect thread for you or anyone baking normal maps to read: [url]http://www.polycount.com/forum/showthread.php?t=81154[/url]
[QUOTE=Dr. Evilcop;37433415]There's really not much to do with a road. The only problem I can see is the pattern repetition is really obvious.[/QUOTE] Actually you can do much with that road. From the words from Naughtydog, (Since there's a lot of roads in Uncharted) Roads aren't perfectly straight and perfectly horizontal. You can for example give the asphalt a little height by adding another edge through the asphalt, and bringing that edge a little up, and you can add imperfections to the sidewalk and such. I'm unable to write properly what I'm thinking, so I think what I'm writing is confusing and not understandable....
[QUOTE=Tha Baroni;37432245]I want to know what I can do to improve the road, anything with texturing, modeling, anything. Thanks. [img_thumb]http://filesmelt.com/dl/Road.bmp[/img_thumb][/QUOTE] If it's a used road, make it dirty, and add some wear and tear where the wheels of the cars usually go.
[QUOTE=Domino;37438813]Actually you can do much with that road. From the words from Naughtydog, (Since there's a lot of roads in Uncharted) Roads aren't perfectly straight and perfectly horizontal. You can for example give the asphalt a little height by adding another edge through the asphalt, and bringing that edge a little up, and you can add imperfections to the sidewalk and such. I'm unable to write properly what I'm thinking, so I think what I'm writing is confusing and not understandable....[/QUOTE] Yes, I think that would add a lot of realism.
My reply was of course on the geometry side of things, like SweetSwifter said, add some wear and tear. Also you could add some cracks by either modeling it, or add it to a bump/normalmap :)
Thanks guys, you're awesome. To long working under a certain art style has left be a bit blind to normal maps and such so it's always good to get out and learn something new.
[hd]http://www.youtube.com/watch?v=h4x9hgrPUiQ&hd=1[/hd] Shamelessly copypasted YouTube description: "This is my latest project, I made this in two days. It's quite fun to just mess around with and try it with different audio files and tweak the settings & effects, endless possibilities."
Would be nice if the curves where smoother the lines are a bit blocky. Looks awesome nonetheless.
[QUOTE=Tha Baroni;37432245]I want to know what I can do to improve the road, anything with texturing, modeling, anything. Thanks. [img_thumb]http://filesmelt.com/dl/Road.bmp[/img_thumb][/QUOTE] Here's a little example on how to improve your road. Please bare in mind that I've just used different material ID's on the geometry, and only used procedural maps.. Nothing is unwrapped. With a decent texture job, and a way more solid modeling job, it would have looked much better. But I made it just to give you a quick look on how to improve your road. [IMG_thumb]http://i59.photobucket.com/albums/g316/dominoegnallange/Road.jpg[/IMG_thumb]
[img]http://filesmelt.com/dl/porygon.png[/img]
I love porygon. He's probably the only reference to 3d and modeling I have seen in most media.
yeah it's too bad his two evolved designs fucked that up. he owned hard as a pokemon [editline]28th August 2012[/editline] [img]http://25.media.tumblr.com/tumblr_m9honu9UHr1qk6eteo1_400.gif[/img] spin
[QUOTE=DOG-GY;37447862]yeah it's too bad his two evolved designs fucked that up. he owned hard as a pokemon [editline]28th August 2012[/editline] [img]http://25.media.tumblr.com/tumblr_m9honu9UHr1qk6eteo1_400.gif[/img] spin[/QUOTE] I think the first upgrade was pretty good, it was suppose to represent subdivision and the evolution of how many polygons can be rendered.
eh, I feel like they should have made the subdivision more clear. they basically lost the whole point of porygon's design. it just looks like they just reduced the design to ovals instead of actually making something new and interesting. that said it's not too bad. porygon-z just looks ridiculous though.
i agree with quinn, thats whats porygon2 looks like, a subdivided porygon.
well yeah that's what it's meant to be but it's still more like a drinking bird than a subdivided porygon
[QUOTE=DOG-GY;37450487]well yeah that's what it's meant to be but it's still more like a drinking bird than a subdivided porygon[/QUOTE] Maybe they had no control loops so it just turned into a bunch of ovals?
well then according to their geometry it would look like this [img]http://gyazo.com/deaccae461f2567a62aa4844e0170253.png?1346214636[/img]
haha wow that looks cool
Quick question people. I have this geometry: [IMG]http://i.imgur.com/twy0v.jpg[/IMG] And I want to create this UVmap, so that any texture curves along with the arch: [IMG]http://i.imgur.com/u8igC.jpg[/IMG] How do I do this quickly and neatly, without too much distortion? I've tried Relax, and Linear options in TexTools, but both of those fail.
[img]http://puu.sh/VUFV[/img] this is the result of me having 3ds max and mudbox. with the chest i kind of tried to make it look like a armor piece, but i've heard it looks closer to arnold schwarzenegger's wrinkly old abs (well not like you can see it here but...)
[QUOTE=SweetSwifter;37454152]Quick question people. I have this geometry: [IMG]http://i.imgur.com/twy0v.jpg[/IMG] And I want to create this UVmap, so that any texture curves along with the arch: [IMG]http://i.imgur.com/u8igC.jpg[/IMG] How do I do this quickly and neatly, without too much distortion? I've tried Relax, and Linear options in TexTools, but both of those fail.[/QUOTE] The easiest way that I would do it is to create a rectangular plane with a lot of segments, unwrap it, then bend it 180 degrees to get that curve. More segments means smooter curve (obviously). This method would give the most accurate UV map. Even though the geometry is bent by the modifier, the UV's stay remain unchanged in a rectangular position, allowing for easy texturing. Once you got the curve you can weld it back into the wall, just make sure you don't 'disturb' any of the curve geometry (moving individual vertices of the curve) or you will mess things up.
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