• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=TonyP;39459624]could you post a picture showing the difference because I didn't understand half of what you said.[/QUOTE] yea i'll do a couple examples after i get breakfast. [editline]3rd February 2013[/editline] [img]http://filesmelt.com/dl/cooktorrancevsphong.png[/img] this is what it currently looks like under default udk lighting conditions. the left one is my cook-torrance implementation and the right is default phong. since the light is so damn bright in this case, the resulting specular reflections off my shader are much more accurate to life.
It does look better.
Tried to make a copper material in UDK: [IMG]http://nukeaduke.com/img/cStop4.jpg[/IMG]
not only does it look better but it's one of the most versatile shaders out there. when comparing shaders to real life materials by measuring their [url=http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function]BRDFs[/url] it's been show that Cook-Torrance can create a vast range of materials. In realtime 3d it's a little less versatile but it's still leagues better than what people are used to working with. and i just made an oren-nayar and tried to add it into the shader i just posted but the difference is unnoticeable. [editline]3rd February 2013[/editline] [QUOTE=ArakanI;39461262]Tried to make a copper material in UDK: [IMG]http://nukeaduke.com/img/cStop4.jpg[/IMG][/QUOTE] copper is a conductor, meaning reflected light picks up the color of the material as well. right now it just looks like copper colored paint (dielectric). take your diffuse color and color your specular with it.
[b][/b] ([url=http://p3d.in/ChK0d]View in 3D[/url]) [url=http://p3d.in/ChK0d][img]http://p3d.in/model_data/snapshot/ChK0d[/img][/url] I finished the Low Poly. CC would be appreciated.
[QUOTE=DOG-GY;39461282]not only does it look better but it's one of the most versatile shaders out there. when comparing shaders to real life materials by measuring their [url=http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function]BRDFs[/url] it's been show that Cook-Torrance can create a vast range of materials. In realtime 3d it's a little less versatile but it's still leagues better than what people are used to working with. and i just made an oren-nayar and tried to add it into the shader i just posted but the difference is unnoticeable. [editline]3rd February 2013[/editline] copper is a conductor, meaning reflected light picks up the color of the material as well. right now it just looks like copper colored paint (dielectric). take your diffuse color and color your specular with it.[/QUOTE] When you look at copper reference images the specular color(reflection color in real life) and use the color picker in PS you get a mostly white color. [IMG]http://images.wisegeek.com/copper-wire.jpg[/IMG] I used this image to pick the diffuse color, specular color and the "ambient" color.
read up on conductors vs dielectrics: [url]http://www.manufato.com/?p=902[/url] Note: For dielectric materials you should not hue shift the color in the UDK like this tutorial explains. It adds the specular correctly in the first place so if you shift the hue your spec will be blue. [editline]3rd February 2013[/editline] [QUOTE=ArakanI;39461401]When you look at copper reference images the specular color(reflection color in real life) and use the color picker in PS you get a mostly white color. [IMG]http://images.wisegeek.com/copper-wire.jpg[/IMG] I used this image to pick the diffuse color, specular color and the "ambient" color.[/QUOTE] You're picking from the extremely bright highlight which is so bright that it appears white when it's really not. If you look at the image you posted then you can see as the highlight falls off it is showing the color of the copper, just as I said, because [I]copper is a conductor[/I]. You shouldn't be picking colors or what-have-you directly from life anyways, you should be observing life and figuring out how to reproduce it within the rules and systems of a computer.
[QUOTE=DOG-GY;39461446]read up on conductors vs dielectrics: [url]http://www.manufato.com/?p=902[/url] Note: For dielectric materials you should not hue shift the color in the UDK like this tutorial explains. It adds the specular correctly in the first place so if you shift the hue your spec will be blue. [editline]3rd February 2013[/editline] You're picking from the extremely bright highlight which is so bright that it appears white when it's really not. If you look at the image you posted then you can see as the highlight falls off it is showing the color of the copper, just as I said, because [I]copper is a conductor[/I]. You shouldn't be picking colors or what-have-you directly from life anyways, you should be observing life and figuring out how to reproduce it within the rules and systems of a computer.[/QUOTE] This is how they look under direct sunlight, theres also a sample of the spec color i use in the right corner. [IMG]http://nukeaduke.com/img/cStop5.jpg[/IMG]
it seems better in that image. don't know if you changed it, but I would seriously recommend just using the diffuse as the color because it'll look more correct in more conditions because irl it pretty much picks up the exact diffuse color in the spec. it can also save you a texture call so it's a win-win.
[QUOTE=DOG-GY;39461714]it seems better in that image. don't know if you changed it, but I would seriously recommend just using the diffuse as the color because it'll look more correct in more conditions because irl it pretty much picks up the exact diffuse color in the spec. it can also save you a texture call so it's a win-win.[/QUOTE] Yes, but real life lighting are A LOT more complicated then dumbed down real time render lighting. The highlights in real life are based of reflections, not just a color from the texture and the nearby lights. So you cant really build real world accurate shaders for a game engine, so you have to cheat too make it look realistic.
There's nothing complicated about multiplying your diffuse by a constant and plugging it into the specular slot. If I needed you to explain to me that physically correct materials are not possible in the UDK then I wouldn't be able to make the Cook-Torrance shader I posted on the last page. I'm not trying to tell you to do realtime raytracing or anything I'm trying to tell you how to get your material to not look like plastic. I'm not tryin to be a dick here but it's 2 nodes and 1 texture and boom you've got a material that looks like metal and I don't get why you're so reluctant to do that...
[QUOTE=DOG-GY;39461888]There's nothing complicated about multiplying your diffuse by a constant and plugging it into the specular slot. If I needed you to explain to me that physically correct materials are not possible in the UDK then I wouldn't be able to make the Cook-Torrance shader I posted on the last page. I'm not trying to tell you to do realtime raytracing or anything I'm trying to tell you how to get your material to not look like plastic. I'm not tryin to be a dick here but it's 2 nodes and 1 texture and boom you've got a material that looks like metal and I don't get why you're so reluctant to do that...[/QUOTE] Which is exactly what i did in the material used on the bins in the image on the top of the page...
[b][/b] ([url=http://p3d.in/hEzZa]View in 3D[/url]) [url=http://p3d.in/hEzZa][img]http://p3d.in/model_data/snapshot/hEzZa[/img][/url] Just an old model I decided to upload to p3d. [editline]3rd February 2013[/editline] Great preview :I
[QUOTE=ArakanI;39462124]Which is exactly what i did in the material used on the bins in the image on the top of the page...[/QUOTE] but you said you're using the color swatch you put in the top right of that image???
[t]http://i.imgur.com/vnlrFAe.jpg?1[/t] Oh yeah I forgot to post the finished high poly of the Henry Rifle.
bake it already
Made the akai thingy into a facebookbanner for myself. Fixed everything but the knobs. Fucking knobs. [IMG]http://filesmelt.com/dl/one6.png[/IMG]
looks much better, keep it up!
Some shitty texture work [IMG]http://i.imgur.com/Kanh6y9.png[/IMG]
[QUOTE=ZombieDawgs;39464724]bake it already[/QUOTE] I'm trying to figure that part out. Does anyone have some good tutorials on the subject?
Something for something: [IMG]http://i.imgur.com/gzoZdql.gif[/IMG]
[QUOTE=kaine123;39465197]I'm trying to figure that part out. Does anyone have some good tutorials on the subject?[/QUOTE] Look up transfer maps for Maya (I'm assuming you work in maya)
[QUOTE=ZombieDawgs;39465563]Look up transfer maps for Maya (I'm assuming you work in maya)[/QUOTE] Nope, I work in 3ds Max.
I was watching this new footage of The Last of Us and noticed that it seems that when you use the flashlight, it does some sort of light bounce simulation. I have no idea if it's faked or is just some real time thing. When it hits light colored objects or shiny objects, the area nearby lights up in a similar color. [video=youtube;v6jIK_cHF5c]http://www.youtube.com/watch?v=v6jIK_cHF5c[/video] At 00:23 you can notice the light bouncing off the orange tiles onto the floor. I'm always impressed by what these guys accomplish on the hardware they use. Extremely talented people.
Here more of cool relexed guy [IMG]http://i.imgur.com/DmFzupP.png[/IMG]
First thing I ever made, decided to try and get it Workshopped :) Please take a look, I know it isn't amazing, but literally, I started today. Using Blender. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=125050711[/url]
To close to memefags for me to like it, sorry bradda
[QUOTE=cocknugget;39473223]To close to memefags for me to like it, sorry bradda[/QUOTE] Only reason I did it was because there have been alot of people asking for one in various places, and I wanted something simple to get me accustomed to the routine. Hopefully it's not TOO bad, for what it is anyway.
I need to learn how to Zbrush or any of these sculpting programs. Does anyone have any good tutorials/tips that they could give me?
[media]http://www.youtube.com/watch?v=6-hRle7SpyA[/media] Here's the basics, it's all you really need to know, the rest is up to you.
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