All together it is around 7000000 million but i tend to keep the turbosmooth off until either i need to preview it or make a render, i have a new computer so im guessing i wont see the same issues some other people might get doing something like this.
lol I was happy with my 2 and a half hours speed model of a knife but you have blown me out of the water! It looks awesome man! That interview on nextgenhardsurface.com was really interesting btw!
So I have finally baked down my robot and it's on to texturing. Total tris is 7636 and I have a 2048 map!
Also I did this for a speed modelling comp it took me 2 hours and 23 minutes!
A van I made for an RTS school project. 1454 tris.
albedo, normal, substance, ao and roughness textures.
Collapse the border of the dish which is very thin anyway, this frees up 24 triangles, which could be used to add 12 more sides to it, making the front a pretty smooth circle. (of course, you don't have to add exactly 12 sides)
What are albedo, substance and roughness for? Also, couldn't you bake the AO into the diffuse?
Hi all ,amazing works dudes!!!. Nice details ae and beautiful texture grantthompson!!
Do you remember my libertaria-027 ??
Now its time for share the retopo and the bake test whith ao and normal map!!
The armor have 14972 tris!!!!!. If you want, check the wires in my blog.
Thanks!!
Collapse the border of the dish which is very thin anyway, this frees up 24 triangles, which could be used to add 12 more sides to it, making the front a pretty smooth circle. (of course, you don't have to add exactly 12 sides)
What are albedo, substance and roughness for? Also, couldn't you bake the AO into the diffuse?
yeah, ive been thinking about that, but im not sure. The dish border actually provides a quite important highlight when seen from above. But maybe il just add the extra spanns anyway, i think we can affort the extra polys.
the game where making is using Physically Based Lightning, as seen for example in this shader: [http://www.polycount.com/forum/showthread.php?t=89658&highlight=kodde. In other words, there is no diffuse or specular map, only those maps mentioned before, i can post them here later.
Last time im posting this POS anywhere. The stupid never ending painting...unfortunately kept getting put aside for other things and it suffered for it, oh well what can ya do:
Last time im posting this POS anywhere. The stupid never ending painting...unfortunately kept getting put aside for other things and it suffered for it, oh well what can ya do:
But... but... is so wonderful! Keep posting man, you are the badassery in person.
I got some quiestions in a PM about how I made the van, but I feel I should take the oppertunity to explain it here insted.
I dont know if this is a good place to post this, if you dont think it ist, please feel free to let me know.
Im making and using a series of photoshop actions to instantly do things like: set up layerfolders for all my maps; save out all the maps; apply qick dirtyness to all the maps; convert the height map to a micro AO and a normal map.
The example below shows how i make my texture dirty in a matter of minuites. It might not produce AAA quality right away, but it does create a suprisingly good looking base (or several bases) to work with. And its definetly better then just smashing unprocessed grunge textures on top of everything.
Ive got more images of how this vani was made, but i didnt want to litter the thread with boring pics, so i just posted the links to them instead:
the shape of the head looks very nice, i would work a little more on scales, to make them more massive and heavy, and make them contribute to the silouette too...
And i think it has too many spikes on the jaw/chin area, and not enough teeth instead :P
A good idea would be also to make the teeth a little more irregular, like some of them slightly rotated, or bigger, or bended in a different way... have fun with it
danitchu : holi shit ,the amount of details :poly101:,bakes turned out nice,looking forward for the textures. Rayph : Awesome !!! Ferg : haha awesome sculpt,love that style tacit math : always amazed by you designs
Some Q1 fan art that is laying forever on my hard drive,been meaning to finish it at some point,this is just hi rez sculpt with polypaint,lots of proportion errors i need to fix,but that will be done on low poly after i bake all this.
Been doing more tuts. Here's an Eat3D one, Old Damaged Pillar. Again, didn't use any of the project files. I also didn't use Max because I just couldn't follow along, it assumed I knew how to use the damn thing! So I used Maya, and suffered for it when making the low-poly, as you can't just remove 'modifiers', you've gotta manually remove edgeloops one by one. Going to buy the Max 101 DVD from Eat3D today, looks like it'll save a lot of headaches in future.
While home sick I figured I'd get this home project into UDK and start learning the material editor. So far I've gotten as far as dropping my maps into it, but haven't bothered doing any of the stuff I want to do (make a glass shader for the CCO that doesn't use an alpha map, use the blue channel of my spec as a specular gloss)
Inbetween I'm expectorating huge chunks of gross
concept is the bad-guy-blaster from the UDK Samaritan Demo.
Maps are all still rough, there are a lot of seams and grossness.
I wasn't sure if I wanted to build it as an FPS weapon or a 3PS weapon, so in my max file I've got the backup sights, laser, and CCO all as separate objects, so for the FPS version the laser is moved down to the side and the CCO is brought up front so in the aim-down-sight view it gives a clearer picture. The backup irons also fold up and are modeled for FPS.
@ Superfail : looking great ! Cant wait too see it textured - plz a dirty version ;P
@ g2000: love it too ! - Quake was my first game hehe - can we see a wire ?
@ wonderboy: haha was doing the same thing, but only scetching via Photoshop
Here we go guys, shameless posting - castle blockout
Working on some props, probably going to try to use them as part of a larger scene to test Unity's shader system. Until then, here's a quick viewport grab of the AO and normal maps.
Thanks guys! @marq4porsche: Thanks man. here are some more texture. @Alphavader: haha i promise you it will be a dirty version @RobertHammer: I took some more angels 4 u man
g2000: I love Quake, so many fond memories with that game. Lets see some more of Ranger please
ae: Awesome Hi-Poly work, so clean. I'm doing some myself, I'll share once I get to a good point.
granthompson: great texture work, you're almost there!
danitchu: you're a beast!
Replies
lol!
Low poly game environment. It still needs some work, but it's coming along nicely.
That concrete block is really nice, the material definition is spot on!
lol I was happy with my 2 and a half hours speed model of a knife but you have blown me out of the water! It looks awesome man! That interview on nextgenhardsurface.com was really interesting btw!
So I have finally baked down my robot and it's on to texturing. Total tris is 7636 and I have a 2048 map!
Also I did this for a speed modelling comp it took me 2 hours and 23 minutes!
my progress on my fun little syndicate level
[ame]www.youtube.com/watch?v=a3WmpC8aq9U[/ame]
Collapse the border of the dish which is very thin anyway, this frees up 24 triangles, which could be used to add 12 more sides to it, making the front a pretty smooth circle. (of course, you don't have to add exactly 12 sides)
What are albedo, substance and roughness for? Also, couldn't you bake the AO into the diffuse?
ae. - Dude that is absolutely amazing.!
Still working on this Borderlands style gas pump Any crits would be appreciated
Oil Puddle was just thrown in to give an idea it wont look as awful as that I promise lol
Do you remember my libertaria-027 ??
Now its time for share the retopo and the bake test whith ao and normal map!!
The armor have 14972 tris!!!!!. If you want, check the wires in my blog.
Thanks!!
http://danielorive.blogspot.com/
yeah, ive been thinking about that, but im not sure. The dish border actually provides a quite important highlight when seen from above. But maybe il just add the extra spanns anyway, i think we can affort the extra polys.
the game where making is using Physically Based Lightning, as seen for example in this shader: [http://www.polycount.com/forum/showthread.php?t=89658&highlight=kodde. In other words, there is no diffuse or specular map, only those maps mentioned before, i can post them here later.
that's amazing details and great design man. love it!
Last time im posting this POS anywhere. The stupid never ending painting...unfortunately kept getting put aside for other things and it suffered for it, oh well what can ya do:
More zb Mc Doodlin... inspired by Renaud Galand's badass stylish characters
But... but... is so wonderful! Keep posting man, you are the badassery in person.
.
Ferg, love that face, great shapes.
And nice inspirations
I dont know if this is a good place to post this, if you dont think it ist, please feel free to let me know.
Im making and using a series of photoshop actions to instantly do things like: set up layerfolders for all my maps; save out all the maps; apply qick dirtyness to all the maps; convert the height map to a micro AO and a normal map.
The example below shows how i make my texture dirty in a matter of minuites. It might not produce AAA quality right away, but it does create a suprisingly good looking base (or several bases) to work with. And its definetly better then just smashing unprocessed grunge textures on top of everything.
Ive got more images of how this vani was made, but i didnt want to litter the thread with boring pics, so i just posted the links to them instead:
How the hight map works (kinda old news)
http://dl.dropbox.com/u/16993876/vanHeightExplaination.jpg
What my finished maps looks like. Might be interesting for those of you interested in Physicaly Based Lightning (its awesome)
http://dl.dropbox.com/u/16993876/vanAll%20maps.jpg
note that the emissive map is not supported in the CGFX shader used on the renders showed before.
superfail that bake is sweet, I can't wait for textures.
Sayanora that is some awesome texture work, looks great.
I have some foliage tweaks to make still, these normals are bothering me.
the shape of the head looks very nice, i would work a little more on scales, to make them more massive and heavy, and make them contribute to the silouette too...
And i think it has too many spikes on the jaw/chin area, and not enough teeth instead :P
A good idea would be also to make the teeth a little more irregular, like some of them slightly rotated, or bigger, or bended in a different way... have fun with it
anw, working on my mech hangar and learning udk
Nice work btw - also is that ACR for a mod?
Rayph : Awesome !!!
Ferg : haha awesome sculpt,love that style
tacit math : always amazed by you designs
Some Q1 fan art that is laying forever on my hard drive,been meaning to finish it at some point,this is just hi rez sculpt with polypaint,lots of proportion errors i need to fix,but that will be done on low poly after i bake all this.
Rendered in Blender (Cycles).
Inbetween I'm expectorating huge chunks of gross
concept is the bad-guy-blaster from the UDK Samaritan Demo.
Maps are all still rough, there are a lot of seams and grossness.
I wasn't sure if I wanted to build it as an FPS weapon or a 3PS weapon, so in my max file I've got the backup sights, laser, and CCO all as separate objects, so for the FPS version the laser is moved down to the side and the CCO is brought up front so in the aim-down-sight view it gives a clearer picture. The backup irons also fold up and are modeled for FPS.
@ g2000: love it too ! - Quake was my first game hehe - can we see a wire ?
@ wonderboy: haha was doing the same thing, but only scetching via Photoshop
Here we go guys, shameless posting - castle blockout
(lol kitbashing)
Amazing work guys! way to kick off the year!
I made a tree
It's probably a bit high poly at the moment (what is the acceptable tri count for a tree btw?), but shouldn't be too hard to fix
Zombie Head Bust WIP
@marq4porsche: Thanks man. here are some more texture.
@Alphavader: haha i promise you it will be a dirty version
@RobertHammer: I took some more angels 4 u man
ae: Awesome Hi-Poly work, so clean. I'm doing some myself, I'll share once I get to a good point.
granthompson: great texture work, you're almost there!
danitchu: you're a beast!