• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=ArakanI;38640859]I did, but it came out looking like a whores offspring :S : [IMG]http://nukeaduke.com/img/m67m.jpg[/IMG][/QUOTE] Looks pretty good except for the round part where the explosive is contained, it seems like the rust is behaving like moss there, and the green is too bright.
[QUOTE=DeanWinchester;38640902]Looks pretty good except for the round part where the explosive is contained, it seems like the rust is behaving like moss there, and the green is too bright.[/QUOTE] Yeah, the rust behave really weird. Changed the color map and made the green less specular and now it looks more like a grenade. [IMG]http://nukeaduke.com/img/m67m2.jpg[/IMG] Edit: Played around some more with the spec map: [IMG]http://nukeaduke.com/img/m67m5.jpg[/IMG]
[QUOTE=ArakanI;38636522]Tried the trial version of Marmoset today, got a much better result on the iMac: [IMG]http://nukeaduke.com/img/macMarmoset.jpg[/IMG][/QUOTE] it looks like someone took the time to carefully stamp grunge on an otherwise new imac
[QUOTE=Juniez;38641613]it looks like someone took the time to carefully stamp grunge on an otherwise new imac[/QUOTE] Texture is created entirely with the dDo plugin for Photoshop. So all the grunge are placed there by the plugin. When i looked at the back of the grenade there was a hole in it, the fun part are that the triangular hole are placed in the middle of an big four sided polygon(I know it's triangulated. But the triangulation should be more like the yellow line shows.) [IMG]http://nukeaduke.com/img/m67wtf.jpg[/IMG]
[IMG]http://puu.sh/1vIyZ[/IMG] also what is dDo?
[QUOTE=NuggetWarmer;38641893][url]http://puu.sh/1vIyZ[/url] also what is dDo?[/QUOTE] Plugin for Photoshop that generates textures from scratch: [url]http://quixel.se/ddo/[/url]
Anyone got a great tutorial on how to render passes in 3Ds Max?
[QUOTE=Frisk;38637081]It's just that the level of dirt and grime you have there is excessive. I could see it being reasonable if you were importing the model into Fallout, or were making a collection of Mac products you'd find in a sewer. But for normal dust and dirt, that's way too much.[/QUOTE] To add unto what frisk was saying, the grime is excessive. When you're making a surface look whethered you should always consider how the object got that dirt. Let me kinda give an example of what I mean. Ok so I'm going to assume that the apocalypse is a nuclear one based on the model. So if I was making a weathered texture for it, the first thing I would want to consider is how it got dirty. The level of grime you gave it is like it was in a sewer, to quote frisk. Based on the fact monitors are kept indoors, I can assume the weathering on it would be more minor considering it wouldn't have the full force of a nuke acting on it. Now I imagine a house near a nuke would be shaking, so let's assume that monitor got weathered because it fell off a desk and got scrapped around on the floor for a bit. Before you add the damage and wear to it, consider what areas would be dirtied the most. The first damage I would add to it would be a crack somewhere on the screens glass, because I imagine it would be cracked if it just fell like that. Nothing like full on "cd in a microwave" shattering, just some nice subtle cracking. The other noticeable areas that would be damaged would be the monitor prominent edges. When adding the wear of the edges try to add them based on how likely they would be to scrape if you rolled the object on the ground or something. I'd write some other stuff but I'm tired of writing and im sure you get the idea. Sorry if my spelling or grammar is shit, I'm typing on an iPad and autocorrect is braindead.
I think dDo is just supposed to work as a base for the texturing. The results I've seen here that are only relying on the generation don't look all that good to be honest.
[QUOTE=ben_lind;38644094]I think dDo is just supposed to work as a base for the texturing. The results I've seen here that are only relying on the generation don't look all that good to be honest.[/QUOTE] According to the dDo website, these textures where made(by a professional) using dDo. [URL="http://quixel.se/dDo/ddo_weapon.jpg"]http://quixel.se/dDo/ddo_weapon.jpg[/URL] Dunno if this image works, since its attached in the post: [URL="http://www.quixel.se/forum/attachment.php?attachmentid=146&d=1352979197"]http://www.quixel.se/forum/attachment.php?attachmentid=146&d=1352979197[/URL] So I guess its just a matter of "skills" using the plugin. Bare in mind that the three models I have posted are the three forst models I have made using dDo. And the result on the last one, the grenade was pretty good. [IMG]http://nukeaduke.com/img/m67m6.jpg[/IMG]
Yeah, I think it all goes back to what we were saying before, that the tool only eases the process but it still requires skill to make it look right, the biggest issue I have with ndo2 and ddo is that they're not very intuitive, I'm currently modeling a spaceship for a vfx project I'm working on for my portfolio and I'll be texturing it using Substance Designer, I'll post the results here :D
Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG]
Looks a lot better with a proper rendering, that rusted metal is sexy as hell.
Jesus, if I didn't know better I would've thought that was a real picture.
[QUOTE=Dippeggs;38645388]Jesus, if I didn't know better I would've thought that was a real picture.[/QUOTE] Modo has a great renderer, had ArakanI used a HDRi map you probably couldn't even distinguish it from reality :v: Please ArakanI, now I'm curious.
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] holy shit
[QUOTE=DeanWinchester;38645487]Modo has a great renderer, had ArakanI used a HDRi map you probably couldn't even distinguish it from reality :v: Please ArakanI, now I'm curious.[/QUOTE] It looked worse with the HDRI that comes with Modos content pack. And the renderer in Modo dosn't do anything special that other renderers doesn't. I just prefer it because it has a render preview window. Edit: With one of the outdoor HDRIs: [IMG]http://nukeaduke.com/img/m67HDRI.jpg[/IMG]
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] whoa... that renderer dude what is thatttt
[QUOTE=fewes;38626744]Made a texture breakdown of the Cobra. Dunno if someone will find it useful but I figured I might as well post it in here as well. [t]http://fewes.se/cobra_breakdown.jpg[/t] [url="http://fewes.se/cobra_sample.psd"]cobra_sample.psd[/url][/QUOTE] This is awesome. Thanks so much! [QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] . . . Thought you were posting a reference for a second or two.
My first real model of an old concept i made. [IMG]http://www.filedump.net/dumped/ducktank1354258097.png[/IMG] [IMG]http://www.filedump.net/dumped/ducktank051354258097.png[/IMG] [IMG]http://www.filedump.net/dumped/ducktank121354258097.png[/IMG]
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] Nice, for a second I though this was a photo.
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] Wow, whats the size of this texture ?
[QUOTE=ferdam;38649294]Wow, whats the size of this texture ?[/QUOTE] I'd say he's pushed it all the way up to 4096x4096, but for an item that small, 1024x1024 would be sufficient enough, but it might happen even that is overkill, so 512x512 would be the most desirable choice of size. Though it all depends on what he's gonna use it for, but in regards that he made a low-poly, the most realistic suggestion is that he's gonna use it for a game-engine, and therefor 512x512.
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections): [IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE] That does look quite good. I stand corrected.
[QUOTE=Sprockethead;38648618]My first real model of an old concept i made. [IMG]http://www.filedump.net/dumped/ducktank1354258097.png[/IMG] [IMG]http://www.filedump.net/dumped/ducktank051354258097.png[/IMG] [IMG]http://www.filedump.net/dumped/ducktank121354258097.png[/IMG][/QUOTE] Holyshit that tower is damn sexy!
[QUOTE=Domino;38649457]I'd say he's pushed it all the way up to 4096x4096, but for an item that small, 1024x1024 would be sufficient enough, but it might happen even that is overkill, so 512x512 would be the most desirable choice of size. Though it all depends on what he's gonna use it for, but in regards that he made a low-poly, the most realistic suggestion is that he's gonna use it for a game-engine, and therefor 512x512.[/QUOTE] For something as small as a grenade, wouldn't a 256x256 texture be fine? Or even a 128x128 if it's not a grenade that you'll be viewing from the point of view of throwing it.
[QUOTE=Onyx3173;38649617]For something as small as a grenade, wouldn't a 256x256 texture be fine? Or even a 128x128 if it's not a grenade that you'll be viewing from the point of view of throwing it.[/QUOTE] 256 for a first person model? Seriously, we're not in the 90's anymore, you can easily use a 1k texture and have the engine decrease it according to the graphics settings.
Awesome grenade ArakanI! I knew about nDo but I didn't realize Quixel had other stuff, that looks really cool. Still working on this Webley flare gun for my Maya class :D [img]http://25.media.tumblr.com/tumblr_mea2p108DK1qecw2lo1_1280.jpg[/img]
[QUOTE=nVidia;38649644]256 for a first person model? Seriously, we're not in the 90's anymore, you can easily use a 1k texture and have the engine decrease it according to the graphics settings.[/QUOTE] Well said, I was more thinking that it would be a world model in this case. But I suppose the polycount is a tad "too much" for a world model, but I still wouldn't have a texture higher then 512x512 for a view model, It's not like it's gonna use the entire screen region anyway, grenades in games usually takes only about 1/6th of the screen size when the player equips them.
[QUOTE=Domino;38649719]Well said, I was more thinking that it would be a world model in this case. But I suppose the polycount is a tad "too much" for a world model, but I still wouldn't have a texture higher then 512x512 for a view model, It's not like it's gonna use the entire screen region anyway, grenades in games usually takes only about 1/6th of the screen size when the player equips them.[/QUOTE] Well, I kind of wish developers wouldn't try to save in texture resolution when it comes to something that is inches away from the camera, shining example would be planetside 2 where the view model weapons are blurry as hell and it makes me cry every time i have to look at them.
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