• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=DOG-GY;24529081]You really want max samples when baking AO, which is 512.[/QUOTE] in blender, AO sampling goes from 1-32, 32 being incredibly smooth but not that different visually from 16. finished the stock, baked 16 sample AO, added some normal mapping. [img]http://dl.dropbox.com/u/1689248/rifl%20fin.png[/img] and from the other side. [img]http://dl.dropbox.com/u/1689248/riflside.png[/img]
gotcha. overall it feels kinda blocky. Mainly because of the smoothing and modeling. I'd round it off a bit on the wood parts. It also seems like you have a lot of detail in some places and hardly any in others.
It begs for wireframe
[QUOTE=johan_sm;24532136]It begs for wireframe[/QUOTE] [img]http://dl.dropbox.com/u/1689248/riflframe.png[/img] i might decimate the tubes, but i doubt it. you can't really see them from the player's point of view in-game.
These halfround things on top and tubes are WAY too busy.
JESUS CHRIST how [editline]10:53PM[/editline] that's what I thought it would look like.
[QUOTE=DeanWinchester;24510906]The one above has n-gons from what I can see (or multiple objects), I know UDK is fine with multiple Objects (n-gons not so much), Source for example is not, I have already removed a lot of those extra triangles, every time I looked at the model I ended up noticing places where I could optimize it more, UV Mapping is going alone fine too :D[/QUOTE] Quads are N-Gons? When did this happen? I wasn't telling you to split into multiple objects. Well yeah I was but it'd be all 1 mesh. If that makes sense.
[QUOTE=DeanWinchester;24510906]The one above has n-gons from what I can see (or multiple objects), I know UDK is fine with multiple Objects (n-gons not so much), Source for example is not, I have already removed a lot of those extra triangles, every time I looked at the model I ended up noticing places where I could optimize it more, UV Mapping is going alone fine too :D[/QUOTE] There are no ngons. Only quads. Also both source and udk, and any other engine that makes sense is OK with floating geometry. And on any normal engine mesh gets auto triangulated anyway.
[QUOTE=Jimmg;24537890]Quads are N-Gons? When did this happen? I wasn't telling you to split into multiple objects. Well yeah I was but it'd be all 1 mesh. If that makes sense.[/QUOTE] Yeah, I know what you're saying, however it's probably gonna be a breakable mesh using fracture in UDK, so I want most of the "body" of the bench to be a single piece instead of multiple elements (I think that's what they're called in 3ds max). [editline]09:43AM[/editline] [QUOTE=johan_sm;24537987]There are no ngons. Only quads. Also both source and udk, and any other engine that makes sense is OK with floating geometry. And on any normal engine mesh gets auto triangulated anyway.[/QUOTE] Source is OK with floating geometry, it isn't OK with polygons going through each other though, and it's a bit hard to align floating geometry properly while making sure that separate meshes don't touch each other.
[QUOTE=DeanWinchester;24538078]Yeah, I know what you're saying, however it's probably gonna be a breakable mesh using fracture in UDK, so I want most of the "body" of the bench to be a single piece instead of multiple elements (I think that's what they're called in 3ds max). [editline]09:43AM[/editline] Source is OK with floating geometry, it isn't OK with polygons going through each other though, and it's a bit hard to align floating geometry properly while making sure that separate meshes don't touch each other.[/QUOTE] What if they do touch? As far as i know, if they aren't touching it can cause some shadow issues.
Source is perfectly fine with floating geometry that intersects. Otherwise it is as nVidia said, there are shadow issues.
Is it gay if spheres are touching?
[QUOTE=johan_sm;24540890]Is it gay if spheres are touching?[/QUOTE] only if theyre meta-balls
[IMG]http://i51.tinypic.com/5waves.png[/IMG] what hours of boredom produces. not perfect by a long shot but i'm getting there.
[QUOTE=Acezorz;24541184] what hours of boredom produces. not perfect by a long shot but i'm getting there.[/QUOTE] Tried getting the small bumps on the neck area? Thought could just add them by texture
I could've done them using a texture, I prefer modelling it though as I'm not very good at texturing.
[IMG]http://img715.imageshack.us/img715/7572/crybox.jpg[/IMG] Made a box and put it into Crysis, i had to get max 2008 just because of this but it sure was worth it! Took a while to figure out all that exporting stuff and in the end all of my problems we're caused by a single button. But now i know the work flow and can't wait to try this some more. [editline]10:20PM[/editline] Also, my own map there...
Modeled my snowboard to try and figure out sticker placement [img]http://a.imageshack.us/img409/6967/render5v.png[/img]
[QUOTE=Squint911;24548695]Modeled my snowboard to try and figure out sticker placement [img_thumb]http://a.imageshack.us/img409/6967/render5v.png[/img_thumb][/QUOTE] White on white. Needs darker bg After changing contrasts in photoshop I noticed that wall actually has a texture. So yeah, tone down the brightness
Been using Blender for about, 3 days, loosely followed a tutorial to make this. [IMG]http://i180.photobucket.com/albums/x17/Out_Sider_1337/Final_Kitchen_Render.jpg[/IMG] [QUOTE=paul simon;23590910] Big red ball thing image.[/QUOTE] This is now my background. :)
[QUOTE=nVidia;24548002][IMG_thumb]http://img715.imageshack.us/img715/7572/crybox.jpg[/IMG_thumb] Made a box and put it into Crysis, i had to get max 2008 just because of this but it sure was worth it! Took a while to figure out all that exporting stuff and in the end all of my problems we're caused by a single button. But now i know the work flow and can't wait to try this some more. [editline]10:20PM[/editline] Also, my own map there...[/QUOTE] Sweet; I've been wanting to do this for a while now but never got around to it.
I think I'm done with it: [img]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_render.png[/img] UV Map: [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_uv_map.png[/img_thumb] Color/Diffuse Map with Baked AO: [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_color_map.png[/img_thumb] Normal Map: [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_normal_map.png[/img_thumb] Blueprint (Front): [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_bp_front.jpg[/img_thumb] Blueprint (Right): [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_bp_right.jpg[/img_thumb]
[QUOTE=DeanWinchester;24552945]I think I'm done with it: Color/Diffuse Map with Baked AO: [img_thumb]http://dl.dropbox.com/u/9133125/3D%20Stuff/bench_street_1/bench_street_1_color_map.png[/img_thumb] [/QUOTE] So much wasted space. It will look quite bad if you actually downscale it to game size
[QUOTE=johan_sm;24553043]So much wasted space. It will look quite bad if you actually downscale it to game size[/QUOTE] That was the best arrangement that uvlayout could find while keeping everything to scale.
Wait so you're saying you didn't unwrap it yourself?
[QUOTE=DOG-GY;24554736]Wait so you're saying you didn't unwrap it yourself?[/QUOTE] If you're talking about uvlayout, then no he did not. I use uvlayout too. It produces amazing quality uvs in a very short time. It's made for people who do not want to sit for days stretching and squeezing one map. Especially useful if you have a project that you have to do in a short time.
Those uv's are horrible though. I think the point is to use uvlayout in addition to actual unwrapping.
[QUOTE=DOG-GY;24557233]Those uv's are horrible though. [/QUOTE] Yes yes they are. Though it's not software at fault. [QUOTE=DOG-GY;24557233] I think the point is to use uvlayout in addition to actual unwrapping.[/QUOTE] Why? I use it purely for UV mapping and all I do in my modeling app is sometimes realign shells. Other than that it does the job.
[QUOTE=johan_sm;24557575]Yes yes they are. Though it's not software at fault. Why? I use it purely for UV mapping and all I do in my modeling app is sometimes realign shells. Other than that it does the job.[/QUOTE] I know it isn't the software's fault. What I mean is that I use addons and such to aid my mapping. For instance, I've got TexTools for Max and it's a huge help. It gets a lot of the job done, but it takes manual editing (a lot of realigning) to make it a good uv.
[QUOTE=DeanWinchester;24553111]That was the best arrangement that uvlayout could find while keeping everything to scale.[/QUOTE] You know you could hand-tweak, scale down the surfaces the player probably won't be seeing etc
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