[img_thumb]https://dl.dropbox.com/s/4xmn403n7rz33nw/HDR2_02.jpg[/img_thumb]
(1920x1080)
Cover render for an HDR IBL tutorial I'm working on. HDRi courtesy of Aversis.
24 min Vray render on a monster HP Z800 workstation.
[QUOTE=Jeggis;39676270][img_thumb]https://dl.dropbox.com/s/4xmn403n7rz33nw/HDR2_02.jpg[/img_thumb]
(1920x1080)
Cover render for an HDR IBL tutorial I'm working on. HDRi courtesy of Aversis.
24 min Vray render on a monster HP Z800 workstation.[/QUOTE]
Image not found?
[QUOTE=pinecleandog;39676626]Image not found?[/QUOTE]
It's a dropbox-link. Mirror: [url=http://i.imgur.com/gkSOTDE.jpg]Imgur[/url]
Now with a texture on the back!(still an clickable image):
[URL="http://nukeaduke.com/img/htcOneFinal3.jpg"][IMG]http://nukeaduke.com/img/htcOneFinal3S.jpg[/IMG][/URL]
Well I don't think it looks all too bad. Just gotta stick a rim into it now and maybe add some detail to the sidewall.
[img_thumb]http://i.imgur.com/YT62DBn.png[/img_thumb]
Still having problems with Marmoset it seems. I tried DOG-GY's solution yesterday but it doesn't appear to have work despite my initial thoughts.
Marmo:
[IMG]http://img690.imageshack.us/img690/1198/3d62254c406d400fa6f90d7.png[/IMG]
Max:
[IMG]http://img837.imageshack.us/img837/8067/8f121502ccb042f38d7fa60.png[/IMG]
Marmo:
[IMG]http://i.imgur.com/1l17RCU.png[/IMG]
Max:
[IMG]http://i.imgur.com/x5cjSnB.png[/IMG]
Well I've never had problems with Marmoset screwing UVs up until you exceed 100k polies, but I'd say just experiment with different formats and settings for export until your UVs come through properly. Eg if you're using .obj try .fbx instead or something, and play around with UV optimization settings and such.
[QUOTE=Biscuit-Boy;39677843]Well I've never had problems with Marmoset screwing UVs up until you exceed 100k polies, but I'd say just experiment with different formats and settings for export until your UVs come through properly. Eg if you're using .obj try .fbx instead or something, and play around with UV optimization settings and such.[/QUOTE]
Well, it seems to be fine when I export without any Smoothing Groups applied and there aren't any Ngons and neither mesh is any where near 100k Polys. What kind of export settings would you suggest?
[img] http://filesmelt.com/dl/rrerr11.png[/img]
these are the settings I use. never had any problems, just make sure that it's already triangulated in Max. I usually just slap a turn to poly modifier on my model and set it to 3 to triangulate before i export.
[QUOTE=DOG-GY;39678498][IMG]http://filesmelt.com/dl/rrerr11.png[/IMG]
these are the settings I use. never had any problems, just make sure that it's already triangulated in Max. I usually just slap a turn to poly modifier on my model and set it to 3 to triangulate before i export.[/QUOTE]
Yes! We have a winner! Much love DOG
EDIT
Some pinching and Normal Map oddities but at least that horrid error is gone:
[IMG]http://img28.imageshack.us/img28/6464/74c0434191174dfaaf34e0f.png[/IMG]
Figured one of you might be able to tell me this. What are the advantages of putting reference images on a plane in Max when modeling from them, as opposed to just sticking them in the background of each viewport? Google turned up no concrete answers when I checked last night.
you can model in ortho/perspective with planes
and for me at least setting the viewport bgs to images has been buggy as fuck
[QUOTE=DOG-GY;39679704]you can model in ortho/perspective with planes
and for me at least setting the viewport bgs to images has been buggy as fuck[/QUOTE]
Wouldn't you need to align ortho/perspective to an axis to be able to accurately model the geometry anyway? Unless you were strictly using the reference as just something to look at as opposed to something to model on top of.
yea but the planes give you a way to see all the images in orth/perspective which is what i mean
you can go back and forth between perspective modeling and the different axis aligned orthos and judge the refs from multiple angles.
[editline]22nd February 2013[/editline]
its a personal preference it doesnt really matter
[QUOTE=DOG-GY;39680145]yea but the planes give you a way to see all the images in orth/perspective which is what i mean
you can go back and forth between perspective modeling and the different axis aligned orthos and judge the refs from multiple angles.
[editline]22nd February 2013[/editline]
its a personal preference it doesnt really matter[/QUOTE]
I think I see your point. And using backgrounds in the viewport can be buggy, I'm just trying to figure out how setting up the images on planes would be less buggy.. One thing I did find while looking it up last night is that supposedly sticking it on a plane gives a clearer image, while viewport backgrounds can be really damn grainy.
[QUOTE=Faraon_ZzZ;39678557][img]http://img145.imageshack.us/img145/6673/elnnufw333p.png[/img][/QUOTE]
Bump-mapping isn't all that convincing, and the overall gradient of the image is kinda depressing.
[QUOTE=Uesrname;39680325]I think I see your point. And using backgrounds in the viewport can be buggy, I'm just trying to figure out how setting up the images on planes would be less buggy.. One thing I did find while looking it up last night is that supposedly sticking it on a plane gives a clearer image, while viewport backgrounds can be really damn grainy.[/QUOTE]
that too as long as you use direct x and set the resolutions to match image size. and not the nitrous view which does really low res images
Yay this thread is becoming active again
I added some fast rim models to my tires.
[img_thumb]http://i.imgur.com/wyR9Xhv.png[/img_thumb]
I can never seem to get the materials right for alloys. Rubber I get not too badly. Lighting is also not a strong point.
[QUOTE=Faraon_ZzZ;39678557][img]http://img145.imageshack.us/img145/6673/elnnufw333p.png[/img][/QUOTE]
You should watch where you're going - somebody could trip on that.
metal has a high specular value and high gloss value. use refs always as selling the specular component is just as important as the diffuse, if not maybe even more important. it also reflects the hue of the metal + the hue of the light so a white light + grey metal makes white light, but a white light on copper makes a copper reflection.
[QUOTE=DOG-GY;39682838]metal has a high specular value and high gloss value. use refs always as selling the specular component is just as important as the diffuse, if not maybe even more important. it also reflects the hue of the metal + the hue of the light so a white light + grey metal makes white light, but a white light on copper makes a copper reflection.[/QUOTE]
Would you perchance know the best values to use to get a nice Aluminium effect for my car rims? Using Mental ray at the moment.
no because these values aren't going to be the same from shader to shader and program to program so anything i give you is an arbitrary guess at best.
this is stuff you should be readin up on and trying to achieve by working on it urself m8. not tryin to come off as a dick or anything but it's like asking "how do i build a car." "well, that depends on a ton of factors that are context specific, and it'd be much better to learn from doing than learn from having someone make guesses that probably won't work for you."
I know what you mean. Which is understandable. Sadly googling Mental Ray Car Mat/Material/Rim/ Etc doesn't seem to yield all too much savor a couple bits here and there. My work has never required nor consisted for the need of materials as the Texture artist usually works off from my clay material based model. I'm merely learning this to try and expand my knowledge.
I didn't mean to make it sound like I wanted people to tell me everything. Just a general hint towards the correct direction.
I know you're not asking for people to tell you everything, I'm just saying that in order to learn how to reproduce a material you've got to figure out how the material works IRL and then reproduce it on a computer's systems. So to start off figure out what happens when you raise and lower the specular (specular color sometimes) and gloss (specular power sometimes) values. The problem is that the names for these are not ever the same from program to program, leading to a lot of confusion. Just keep trying at it until you have something that looks representative of what you're shooting for.
If it's Mental Ray on 3ds Max then you might check under the heading "Don't Use The 3DStudio Max Metal Material" [url=http://www.neilblevins.com/cg_education/chrome/chrome.htm]here[/url]. I found it pretty useful for making metal materials.
Well after a bit of fiddling and some experimenting I've mustered up this.
[img_thumb]http://oi47.tinypic.com/2dilshg.jpg[/img_thumb]
What do you think [b]DOG-GY[/b]
[editline]23rd February 2013[/editline]
[QUOTE=Onyx3173;39683343]If it's Mental Ray on 3ds Max then you might check under the heading "Don't Use The 3DStudio Max Metal Material" [url=http://www.neilblevins.com/cg_education/chrome/chrome.htm]here[/url]. I found it pretty useful for making metal materials.[/QUOTE]
Thanks for this. I'll give it a look. :v:
[IMG]http://i.imgur.com/VY2j9fF.png[/IMG]
[QUOTE=Jocke;39685722][IMG]http://i.imgur.com/VY2j9fF.png[/IMG][/QUOTE]
I thought of
[IMG]http://theinfosphere.org/images/0/05/Yivo.png[/IMG]
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