• Digital 3D Art v9
    6,260 replies, posted
Realistic viewport mode is pretty shitty if you ask me. If she switches to Direct3D and uses hardware shading she can get basically the same result without sky lights messing up the viewport render.
[QUOTE=CRASHFORT;38752164]Isn't that done with the renderer?[/QUOTE] I wasn't sure, we just assumed if the viewport render was black then so would the AO.
[QUOTE=dookster;38752225]I wasn't sure, we just assumed if the viewport render was black then so would the AO.[/QUOTE] Viewport and offline rendering are two separate renders, so it's best to think of them as two separate things. For an AO bake using the scanline render you just need the lighttracer turned on and a skylight somewhere in the scene.
[QUOTE=fewes;38752467]Viewport and offline rendering are two separate renders, so it's best to think of them as two separate things. For an AO bake using the scanline render you just need the lighttracer turned on and a skylight somewhere in the scene.[/QUOTE] Ahh, awesome. Learned something new today.
[b][/b] ([url=http://p3d.in/0e6eu]View in 3D[/url]) [url=http://p3d.in/0e6eu][img]http://p3d.in/model_data/snapshot/0e6eu[/img][/url] I think I fixed it mostly. I'm still adding to it though. I might mess around with putting it in TF2.
[QUOTE=~ZOMG;38751322]This thread is orientated around 3D art, not solely models; things like environments, fancy renders, shaders: all that jazz. The other thread is orientated around custom models and textures. This thread is basically the same, but broader.[/QUOTE] Ah ok that makes sense, thanks.
[QUOTE=kaine123;38754290][b][/b] ([url=http://p3d.in/0e6eu]View in 3D[/url]) [url=http://p3d.in/0e6eu][img]http://p3d.in/model_data/snapshot/0e6eu[/img][/url] I think I fixed it mostly. I'm still adding to it though. I might mess around with putting it in TF2.[/QUOTE] I love the imperfect nature of it. It's great. However, the front area of the wooden part looks natural in the side view, but is pretty linear and unnatural in the front view. Spend a little time editing it on the other axes. The same applies to the barrel actually, now I look at it. The whole rear of the wooden part looks very linear and unnatural; I'd suggest rounding off more and generally playing around with it.
Started on some of the textures too the scene i posted a WIP shot of earlier. [IMG]http://nukeaduke.com/img/roomParts.jpg[/IMG] [IMG]http://nukeaduke.com/img/roomParts2.jpg[/IMG]
all those chamfered edges and stuff make it look like a bunch of toys.
Maybe they are chairs and stuff for a retard school, where they removed all sharp edges to keep them safe from harm. Also, this. [IMG]http://i.imgur.com/CWf3F.png[/IMG]
Why can't wooden furniture have rounded edges, it's not like it's something new too wooden furniture. And with the obvious worn surface of the furniture, I think that the worn and rounded edges fit pretty good. Also, this chair have way rounder edges then the funiture in my scene, and it doesn't even have a worn look too "support" the rounded edges: [url]http://www.edilportale.com/upload/prodotti/prodotti-44647-rel820205bd-4183-444c-bc95-344f33984893.jpg[/url] Edit: [IMG]http://nukeaduke.com/img/roomParts3.jpg[/IMG]
that's likely a composite wood material and not actual wood. actual wooden furniture tends to be much sharper. your texture has no likeness to how wood looks when shaped like that, it's just a wood texture over a smoothed mesh. it looks like you have plastic or composite wood furniture that got a printed wood texture overlaid on it. the grain does not follow like real wood, which is one of the main problems making it look like a toy. the important thing is that it aesthetically looks bad. all of the above things are the logical processes you should go through to make a piece (and aesthetics come first no matter what). as a final bit of crit you're just wasting polygons by putting in pointless chamfered edges and slowing down the renderer with tiny tris for a worse looking piece.
I think you need to play around with your material settings. The wood doesn't look like wood. Not even varnished wood. Other than that, loving the scene, but maybe throw in a floor and background?
[QUOTE=DOG-GY;38757014]that's likely a composite wood material and not actual wood. actual wooden furniture tends to be much sharper. your texture has no likeness to how wood looks when shaped like that, it's just a wood texture over a smoothed mesh. it looks like you have plastic or composite wood furniture that got a printed wood texture overlaid on it. the grain does not follow like real wood, which is one of the main problems making it look like a toy. the important thing is that it aesthetically looks bad. all of the above things are the logical processes you should go through to make a piece (and aesthetics come first no matter what). as a final bit of crit you're just wasting polygons by putting in pointless chamfered edges and slowing down the renderer with tiny tris for a worse looking piece.[/QUOTE] Why does it have to be a newly made wooden furniture with sharp edges? I used this image as a reference(it's an actual chair made by hand), and most edge on the actual char are more beveled then on my model: [IMG]http://www.beckmans.se/images/6753.jpg[/IMG] [img]http://nukeaduke.com/img/roomPartsChair.jpg[/img] And when it comes too the textures, I'm not done with them yet, not even close too that. I prefer too get most of the colors out in the scene before I start making all the fine details in the texture(marks from twigs, marks from the tools that was used to create it, etc). Because I'm pretty much making it up as I go. So I'm not sure what works until I have seen it. The textures are now only made up of an AO map used for the darker lesser worn parts, and an occlusion map too make the edges look more worn. And for your third paragraph: I wouldn't call this criticism. You are pretty much saying "I don't like it. So it's all wrong". There is no right or wrong when it comes too design, you might not like the look o the chair, but that doesn't make it wrong. [QUOTE=~ZOMG;38757044]I think you need to play around with your material settings. The wood doesn't look like wood. Not even varnished wood. Other than that, loving the scene, but maybe throw in a floor and background?[/QUOTE] It's just a screen capture of Mayas view port. Ill render the final image in Modo, with a floor and walls. I just prefer to model and UV in Maya.
[QUOTE=ArakanI;38757626]It's just a screen capture of Mayas view port. Ill render the final image in Modo, with a floor and walls. I just prefer to model and UV in Maya.[/QUOTE] I literally mean spend 20 seconds editing the material and throw in two planes for the floor and wall :v:
[QUOTE=ArakanI;38757626] And for your third paragraph: I wouldn't call this criticism. You are pretty much saying "I don't like it. So it's all wrong".[/QUOTE] That's pretty much his criticism for anything. Anyway, even if the criticism is crappy just smile and wave and ignore it instead of defending yourself. It generally doesn't help even if you were right.
seems like you're too wrapped up in defending what you already did instead of accepting the criticism and thinking about why i'm saying it's not aesthetically pleasing. this is not only an artform but largely a technical and design oriented field. your model is not efficient. [editline]8th December 2012[/editline] [QUOTE=ben_lind;38757875]That's pretty much his criticism for anything. [/QUOTE] if you honestly think this then you're not getting it at all
[QUOTE=DOG-GY;38758526]seems like you're too wrapped up in defending what you already did instead of accepting the criticism and thinking about why i'm saying it's not aesthetically pleasing. this is not only an artform but largely a technical and design oriented field. your model is not efficient.[/QUOTE] I'm not defending myself, but you don't give any criticism nor anything too back your claims up, simply saying "it looks bad because it doesn't have hard edges. And wood should have hard edges" isn't criticism nor a fact. If you like too I could find ten wooden furnitures without any hard edges, just like the chair I'm making and the one I posted earlier. And what does efficiency have too do with anything? The chair is around ~15000 triangles. It took 0.6 seconds to render in Modo with the default light and material. I smoothed it twice so it became ~250000 triangles(~15000x4x4) and the render time went up by 0.1 second.
your models have a much stronger edge highlight than your reference so it looks a lot glossier like plastic toys
[QUOTE=Juniez;38761151]your models have a much stronger edge highlight than your reference so it looks a lot glossier like plastic toys[/QUOTE] It's still just a screen capture of Mayas view port... The material is just a simple lambert and its lit by the default camera mounted light. The models have no bump, spec nor detail map on them yet. Edit: Might even be a blinn shader, and not an lambert. But still. It's from the view port.
I think the contact shadows/AO on your wood textures are really overdone, it looks like the wood is severely burned in those areas and kind of hurts the clean, sandpapered wood look I'm assuming you're going for. I would say you want less value contrast on the wood parts overall, too.
[QUOTE=TH89;38762750]I think the contact shadows/AO on your wood textures are really overdone, it looks like the wood is severely burned in those areas and kind of hurts the clean, sandpapered wood look I'm assuming you're going for. I would say you want less value contrast on the wood parts overall, too.[/QUOTE] I tried too get the feeling that the furnitures had been standing for a while, collecting dirt. And then someone found them and cleaned them up, and sandpapered them down. It might be a bit too dark, but I would like to finish all the basic texturing on all models in the scene before i start going into the details of the textures. Edit: [IMG]http://nukeaduke.com/img/roomParts4.jpg[/IMG][IMG]http://nukeaduke.com/img/roomParts5.jpg[/IMG]
A Super Wood Boy ?
[QUOTE=ArakanI;38762946]I tried too get the feeling that the furnitures had been standing for a while, collecting dirt. And then someone found them and cleaned them up, and sandpapered them down. It might be a bit too dark, but I would like to finish all the basic texturing on all models in the scene before i start going into the details of the textures. Edit: [IMG]http://nukeaduke.com/img/roomParts4.jpg[/IMG][IMG]http://nukeaduke.com/img/roomParts5.jpg[/IMG][/QUOTE] It looks too glossy to just be sanded down :) But if you're suppose to have it this glossy, IMO you would need to have reflection on it. Like it've been lacquered.
[QUOTE=Domino;38765814]It looks too glossy to just be sanded down :) But if you're suppose to have it this glossy, IMO you would need to have reflection on it. Like it've been lacquered.[/QUOTE] I as said before. its just a screen capture of the Maya view port. Ill export and render it in Modo when im done modeling/texturing.
Yay christmas [IMG]http://2.bp.blogspot.com/-OFKiKhZW1cs/UMSuyfnN8ZI/AAAAAAAAAb4/sD8zcLBHSJY/s1600/dag75.png[/IMG]
The body of Prince John from Disney is complete. Now to model his crown, and clothes.. [IMG]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/324146_10152318982665594_1914589118_o.jpg[/IMG] The eyes are probably still too reflective.
[QUOTE=ArakanI;38766074]I as said before. its just a screen capture of the Maya view port. Ill export and render it in Modo when im done modeling/texturing.[/QUOTE] Some people in this thread is very slow. And it's not you :v:
[QUOTE=DOG-GY;38758526] if you honestly think this then you're not getting it at all[/QUOTE] Seems like you're confusing facts with opinions, that's all.
[IMG]http://i5.minus.com/iX8VBVyl9JMi0.png[/IMG]
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