• Digital 3D Art v9
    6,260 replies, posted
I'd recommend polycount's stuff if it wasn't currently up and down like a rollercoaster. overall xnormal is very easy to use but getting a technical understanding of normal maps isn't. once PC is up check their technical talk subforum
Some progress. [img]http://filesmelt.com/dl/spas3.png[/img] Not quite happy with it yet.
niceeeeee
[QUOTE=DOG-GY;39533901]i'd recommend against baking in max. xNormal is the way to go tbh, just make sure to set the default normal color to 128,128,255 (xnormal's default is wrong idk why) and use a cage.[/QUOTE] How so? If you know what you're doing you can get perfect normal maps from Max, and if you work in it it's a time saver to not have to export/import everything.
max's tangent basis isn't synced to anything and looks worse. it takes me a good 2-3 minutes to get my high low and cage from max to xnormal and press the bake button. in xnormal I can bake any kind of map with the press of a single button. you can trust that the results are always going to be good without requiring any tweaks because it was designed competently and there's no fucking around with obtuse dialog boxes trying to make the settings to be what you want because xnormal is about as simple as it gets. xnormal speeds up my workflow and gives me a cleaner result every single time. the only things i bake in max are low AO and maybe a gradient map if the piece calls for it. [editline]10th February 2013[/editline] plus it bakes leagues faster
[QUOTE=Appolox;39527305]I decided to introduce a friend to zbrush and this is what made my day turn into apocalypse once he sent me link with video. [video=youtube;zx93a9bKP9E]http://www.youtube.com/watch?v=zx93a9bKP9E[/video][/QUOTE] hey i expected some confidentiality
[IMG]http://fc02.deviantart.net/fs70/i/2013/041/3/7/ma5c_by_digital_shuriken-d5ufmoz.jpg[/IMG] 2extrude4cool
so I have this texture for a model in a game (KSP) [t]http://puu.sh/20Cmz[/t] it works perfectly, but when you see the model from afar, some of the black blurs in from the sides and you can see the seams is there an easy way in photoshop to sort of 'bleed' out the edges of each part into the black? if that makes any sense at all
[QUOTE=krail9;39543782]so I have this texture for a model in a game (KSP) [t]http://puu.sh/20Cmz[/t] it works perfectly, but when you see the model from afar, some of the black blurs in from the sides and you can see the seams is there an easy way in photoshop to sort of 'bleed' out the edges of each part into the black? if that makes any sense at all[/QUOTE] the cheapest way I know is by removing all color outside the UVs, duplicating the layer, and blurring the layer below - that should blur out the edges of the texture without too many complicated steps.
[QUOTE=lxmach1;39544090]the cheapest way I know is by removing all color outside the UVs, duplicating the layer, and blurring the layer below - that should blur out the edges of the texture without too many complicated steps.[/QUOTE] that could work I vaguely remember some method involving the stroke tool... but I might be imagining things
I think you can bake it in another program to regenerate the texture but using edge padding setting.
If you install XNormal, it comes with a dilation filter for Photoshop for just that purpose. I forgo baking with padding and just use that, since it makes it much easier to edit and modify the map, use the selection of the original bake to discard all the stuff outside the UV islands, and dilate the edited map.
so this happened this weekend [img]http://media.moddb.com/images/members/1/96/95390/556render.png[/img] hp & bake [t]http://media.moddb.com/images/members/1/96/95390/556p90.png[/t][t]http://media.moddb.com/images/members/1/96/95390/556uvs.png[/t]
[QUOTE=DOG-GY;39533901]i'd recommend against baking in max. xNormal is the way to go tbh, just make sure to set the default normal color to 128,128,255 (xnormal's default is wrong idk why) and use a cage.[/QUOTE] For normals and AO, I'd use xNormal myself. Faster workflow, better results. For light/shadows, Max's internal baker actually does a pretty good job. Working with real time graphics, I do a lot of light/shadow/gi-baking, and have come to love the Max-workflow in combination with Vray.
yeah baking lights and shadows in Max is good. I still can't fathom why the popup window for render to texture is always 110% wrong though.
[QUOTE=ChestyMcGee;39516636]but we got an assignment to make a set of modular building assets[/QUOTE]yo, you should have done something like the Hadley's Hope colony, that was assembled with pre-built modules
most environments in games are to some extent
Long time no content...Still no content. :v: Anyway...I've been busy with my internship at Bugbear but I just got officially employed there last friday, yay! Hopefully I'll be able to share some stuff we've been working on soon.
as i promised, sorry for the wait [media]http://www.youtube.com/watch?v=tpe2SNANQCc[/media]
Testing HDRI. All lighting from a 1/2" ball-bearing I found. I gotta get myself a decent mirror-ball. [img]http://i.cubeupload.com/piSbyH.png[/img]
[IMG]http://img254.imageshack.us/img254/6135/fatmanc.png[/IMG]
[QUOTE=ChestyMcGee;39549007]most environments in games are to some extent[/QUOTE] i think you're missing my point. i was just saying that it would be sort of cool to use modules to build something that was built from modules in the source material too
[QUOTE=luishi5000;39557928]Testing HDRI. All lighting from a 1/2" ball-bearing I found. I gotta get myself a decent mirror-ball. [img]http://i.cubeupload.com/piSbyH.png[/img][/QUOTE] when you make a hdri with a mirrorball, do you get the full 360? No idea how it works.
I believe it's fairly close, but the parts near the edge of the ball are very low res compared to the center. Some people move around the ball, taking several pictures, and make a spherical map, so the picture is more evenly pixel-dense or whatever the word is.
[QUOTE=Lazore;39566717]when you make a hdri with a mirrorball, do you get the full 360? No idea how it works.[/QUOTE] No, just from the front. I am still learning all of the things about it. I have always thought that you would need to do a 360 view for good results but it isn't necessary. Like TonyP said, it gets really warped around the edges of the image because it can't see the back, like this one: [url]http://www.hello-napalm.com/tuts/hdri_files/newhdri_011.jpg[/url] You can take multiple pictures and combine them for better results. I screwed up on the one I posted because I found out you have to take the picture perpendicular to the mirror ball, and I took mine from the exact angle I posted. The reflections are a bit off now. I'm going to keep looking into this and learn how to get better light matching results. I hear you can use a grey sphere to match lighting as well, but not reflections.
My first ever decent normal map bake but i still think it's shit it has so many artifacts and shit (i'm a perfectionist) [img]http://img585.imageshack.us/img585/5474/screenshot4zq.jpg[/img] Here's the high poly version [video=youtube;AHj_SHTrE54]http://www.youtube.com/watch?v=AHj_SHTrE54[/video]
That's a sexy shoe.
well, i made a 3d model based of a video game character. its pretty good i think. i used 3dsmax and z-brush, with daz for the final render. it took me a few weeks, and here you can see the process! [url]http://facepunch.com/showthread.php?t=1246615[/url] [URL=http://imgur.com/Ms9ZbV5][IMG]http://i.imgur.com/Ms9ZbV5.png?1[/IMG][/URL]
Just a tip: Daz and poser are bad.
[QUOTE=TonyP;39571364]Just a tip: never ever use daz or poser or any of those things. Horrible results.[/QUOTE] i understand,everything else is fully custom. though daz and poser have never let me down before. plus, click the process link and see how useful daz was, for checking the spec shades. [editline]12th February 2013[/editline] [QUOTE=TonyP;39571364]Just a tip: Daz and poser are bad.[/QUOTE] all tools are useful in the right hands. and all hands can be the right ones.
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