• Digital 3D Art v6
    4,999 replies, posted
The normals, and the details in the texture looks awefully blurred.. Sharpen it up in photoshop?
Saxor did you get butthurt for someone calling your work shit or what? You do seem abnormally negative lately.
Saxor, stop behaving like an idiot.
[QUOTE=Kybalt;28100791]better? [img_thumb]http://img252.imageshack.us/img252/7922/ss20110216223330.jpg[/img_thumb] [editline]16th February 2011[/editline] Saxor16 what trim[/QUOTE] That thing on the side of the roof doesn't look bad on itself, but it needs a better texture imo. Right now I can't really understand what it is made of. That's if this is for closeup renders. If it's from distance only, then it's ok I guess.
Alright, thanks ajacks, I just saw another submission on 3dtotal for the contest that I think blows mine out of the water, simply because his UVs are overlapped more and thus higher rez textures. I probably won't win, but I figure I can sell this model, as far as I can tell by the ToS on the place where the pictures were hosted. Also, how can I make the colors look less washed out? [editline]17th February 2011[/editline] [QUOTE=johan_sm;28106746]That thing on the side of the roof doesn't look bad on itself, but it needs a better texture imo. Right now I can't really understand what it is made of. That's if this is for closeup renders. If it's from distance only, then it's ok I guess.[/QUOTE] It might be closer up but not much, really it's my fault for not overlapping my UVs as much, thus lower resolution on the textures.
[QUOTE=Kybalt;28106801] Also, how can I make the colors look less washed out? [/QUOTE] Are you working with linear workflow?
What do you mean?
Trying to use a displacement map in order to get condense on my bottle, I'm using cellular to get the drops and and an opacity map to exclude everything but the drops, but when I apply raytrace to the refraction and reflection slot, it looks like the opacitymap gets broken... And.. Well, it takes ages to render... And, holy shit... My bottle went from 100'000 polys to 1'000'000 XD
[img]http://gyazo.com/bd7aa661a4dc93d9b4979d72ce032ebd.png[/img] I am making a cube I have some problems with topology though, any suggestions? I am using Cinema 4D. Thanks :D
With good renders kybalt you have possibly the best entry, I just looked and I think that the bones of your model, the mesh itself is the best of the ones posted as well as the texture work. You just need a bitching unwashed-out render.
What contest are you talking about? Link please? [editline]17th February 2011[/editline] [QUOTE=Stathis;28108199][img_thumb]http://gyazo.com/bd7aa661a4dc93d9b4979d72ce032ebd.png[/img_thumb] I am making a cube I have some problems with topology though, any suggestions? I am using Cinema 4D. Thanks :D[/QUOTE] You need a polygon in the front and bottom, kinda like so [img]http://i.cubeupload.com/yAnZju.jpg[/img] I know many newbies can't figure this out at first :v:
[QUOTE=Kybalt;28099289][img_thumb]http://img121.imageshack.us/img121/8489/ss20110216211207.jpg[/img_thumb] normal maps :3:[/QUOTE] [IMG]http://i14.photobucket.com/albums/a345/ajackss/ssdddaasdd.jpg?t=1297960299[/IMG] Just some little changes and I think you have the best representation in the contest.
There was kinda a question in my post :P Anyone got any suggestion in what to do? I'm gonna apply a shell to the condense model, and see if it works then, but I have no Idea how the opacity map will react to a complex mesh. [QUOTE=Ajacks;28108498][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/ssdddaasdd.jpg?t=1297960299[/img_thumb] Just some little changes and I think you have the best representation in the contest.[/QUOTE] Even so, He still needs to sharpen those textures. And sharper normals. :-/
steeper* normals and the textures aren't going to get much better from sharpening. I think it looks good. Can you post the texture with the unwrap overlaid?
[QUOTE=johan_sm;28108385]What contest are you talking about? Link please? [editline]17th February 2011[/editline] You need a polygon in the front and bottom, kinda like so [img_thumb]http://i.cubeupload.com/yAnZju.jpg[/img_thumb] I know many newbies can't figure this out at first :v:[/QUOTE] Thanks :D
[QUOTE=Kybalt;28106801] Also, how can I make the colors look less washed out? [/QUOTE] Have you ever even used an image editing program? Bump up contrast and saturation a bit. You best be trolling.
[QUOTE=Saxor16;28112313]Have you ever even used an image editing program? Bump up contrast and saturation a bit.[/QUOTE] yes i have, i just thought to ask that in case someone had a less obvious solution, as is sometimes the case with these things.
[QUOTE=johan_sm;28099590]Lookin' washed out there[/QUOTE] Real life is washed out. [editline]17th February 2011[/editline] [QUOTE=Kybalt;28112405]yes i have, i just thought to ask that in case someone had a less obvious solution, as is sometimes the case with these things.[/QUOTE] Are you using vray? Muck around with the color settings, use sub pixel mapping, etc.
[img]http://img207.imageshack.us/img207/330/ss20110217154329.png[/img] better?
[QUOTE=Saxor16;28112455]Real life is washed out. [/QUOTE] Your eyes are broken [editline]17th February 2011[/editline] [QUOTE=Kybalt;28112502][img_thumb]http://img207.imageshack.us/img207/330/ss20110217154329.png[/img_thumb] better?[/QUOTE] Looks much better to me
[QUOTE=johan_sm;28112509]Your eyes are broken [editline]17th February 2011[/editline] Looks much better to me[/QUOTE] Real life is not uber high contrast on a bright sunny day. Especially old brick buildings that have been bleach by the sun for many years. [editline]17th February 2011[/editline] [QUOTE=Kybalt;28112502][img_thumb][URL]http://img207.imageshack.us/img207/330/ss20110217154329.png[/URL][/img_thumb] better?[/QUOTE] It looks just a tad bit overdone now. Also you should make a specular map for the windows.
thats with subpixel mapping on and i used photoshop to match the color of my entire texture to this cropout [img]http://img87.imageshack.us/img87/3743/ss20110217155502.jpg[/img] [img]http://filesmelt.com/dl/Presentation.jpg[/img] just the maps if you wanna see [media]http://filesmelt.com/dl/UVsJPEG.jpg [url]http://filesmelt.com/dl/UVsJPEGNORM.jpg[/url][/media] [editline]17th February 2011[/editline] i don't think vray does specular maps since it actually computes the lighting. [editline]17th February 2011[/editline] and yes my UVs are terrible i could have overlapped them in so many places. :frown:
I see some places where you could have saved uv space. All the windows appear the same so you should put all window UV chunks in the same spot. Paint the glass areas a medium grey, brick nearly black, wood part make them slightly brighter than the brick, then use that as the reflect and glossiness map in the material..
[img]http://filesmelt.com/dl/minne_pinne.png[/img] A simple memory stick (I'm new to this)
[QUOTE=Saxor16;28113288][b]I see some places where you could have saved uv space.[/b] All the windows appear the same so you should put all window UV chunks in the same spot. Paint the glass areas a medium grey, brick nearly black, wood part make them slightly brighter than the brick, then use that as the reflect and glossiness map in the material..[/QUOTE] yeah i know, but i don't have the patience to fix it.
It would let you have more space to make the texture high res.
[QUOTE=Horde4me;28113308][img_thumb]http://filesmelt.com/dl/minne_pinne.png[/img_thumb] A simple memory stick (I'm new to this)[/QUOTE] This thread is for 3d
[QUOTE=Saxor16;28113557]It would let you have more space to make the texture high res.[/QUOTE] yeah i realize that, but i'm fucking exhausted. this is due tomorrow and i'm falling asleep as it is right now, even though it's only 4pm.
CMOOON where's the link to that secret contest no one will tell me about?
[highlight]SECRET CONTEST[/highlight] [url]http://forums.3dtotal.com/showthread.php?t=81878[/url]
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