I love your stuff and the progress you are making. Inspires me a lot! Especially I like the big gong. Why didn't you do a diorama?! Also, couldn't you get those wires popping with parallax occlusion maps? Just asking, I am still starting in environment stuff. Subscribed!
thanks a lot! you made my day ^^ I will! but I got sidetracked :O hmm yeah I guess I could use the height map to do some parallax, will try out and see how it looks!
thanks a lot I was a little bit unsecure about posting that when the hand painting bar is set pretty high here ^^
So Im inside UDK and going to setup some height maps in my shaders. and they gone and added an extra input in the Bump Offset node called "HeightRatioInput" what the HELL does it want in there? There already are height ratio and reference plane inside the node? kind of pisses me off when they add things like that....If anyone has any info on that it would make me very happy!
so not the most exciting door in history perhaps, but think it works fairly well with the rest of the shapes. need to keep working with dDo on it. feel like gettting this done quite soon^^ just a few more things to make and tweak/finish. still havent figured that bump offset thing out yet ( might be retarded ) its quite annoying Ive made parallax like a hundred times before they added that new input :poly142:
Lol now you have troublesome problems because I asked for a parallax... sorry! ^^ Unfortunately I am not experienced with UDK so I can't help you with that.. It would be nice to see some texture sheets
hehe, its like they suddenly added a "mystery" input or something. tried a lot of stuff I would imagine it wants but no results. kind of feel like this needs some parallax to get the most out of it. will upload some flats once its done
Small uppdate, working on some postprocess as well goofing around. Colors got a tad funky in compression - as usual. not alot of assets to build now, only 2. then go over everything and fix some issues and tweaks. also look into that parallax deal again :poly127: pictures are a little low quality since UDK didnt want to output any highress shots tonight.
thanks! yeah Ill put up a breakdowns on everything once its completed ^^ gonna finish this on off tonight methinks... yep^^ only used nDo and dDo for this. trying to see how far I can take it with only those tools
alright so here is my litte dump from this project then got a little sidetracked during the days. Everything is pretty straight forward just modelled things like they should be, round shapes being round etc. I used a soft edge trick to get a more pleasant smoothing on edges, its just the normal edge with 2 control edges around it and then soften them. the soft edged meshes I combined with surface detail normal maps created with nDo. Everything here is created using only nDo and dDo to test the software out spent about 3-4 days building this and maybe 1 or 2 days polishing.
Pure awesomeness!!! Thanks a lot fozwroth! I have to try that out also, after I finish my steyr aug. Would love if you drop by and leave a comment
What are you going to do next, what are your plans? I will defo follow
thanks! yeah found it kinda hard to get that burned in feeling on the text, but it adds some kind of interest for now ^^
I sculpted like 4-5 of the highpoly planks, very simple. just some strategic lines basicly:P a few that flows trough the plank and more concentrated at the edges of the plank. I also Overlayed a photogenerated normalmap via nDo with very low opacity. there are also some photoes in the diffuse with low opacity as well but mostly worked in some subtle reds and greens by hand
I tried boosting them up a little but it looked a little to unstable, like it wouldnt hold tight :P
Wood looks EXCELLENT! however metal could get a bit of work...I suggest you to make some cloudy "here and there" rusty places and to delete white scraches...in real, probably all the scratches would become rust and u would get only rust...su get rid of white scratches and add more rust
thanks a lot!^^ yeah the metal has not gotten the love it deserves yet.. Im gonna look into that! think I want to keep some of the nice blueish tone as it counters nicely to the browns imo :)but yeah definitely more rusted areas and do somethings about those scratches!
tossed it into UDK as well just to test ut out, seems to hold up alright. Got much better result from the glossmap in marmoset imo. just default day lightning, nothing fancy. But since marmoset is the renderer Im going with Im going to keep my spec&gloss as they are.
Sir Spamalot gogo! think Im calling this done, at least for now. could probably had set up better lightning for a camera turntable, have some pretty strong backlights. but getting tired :P schleepy..
There ^^ mapped the cylinder shell upsidedown by mistake:poly124: never corrected it as it didnt really bother me....:P If it where for a real game I
would probably bake down the metal rings Diffuse onto the dark parts of the barrel for LODs. Normalmap would probably be gone by that distance so think a diffuse LOD shader would be just fine, save some instructions as well.
Followed the link Duncan linked in WAYWO and I like it! a lot. fun to goof around in mental ray again. need to tweak the bokeh some, its a bitch haha. and of course FINISH the model...... :P
Hey matey the rendering of the girl is really great! Looks very realistic, very nicely done. Your hand painted spear also looks cool. I think you are kinda mixing styles there. The wood looks painted but yet very realistic and the rest (the wrap and the band) looks very cartoony. Maybe you can get it a little more homogenous if this makes any sense. But all in all great stuff
thanks! yeah mostly worked on the wood so far ^^ its what I know best! going to bring the rest up to something more similar. its a challenge since I'm not a great painter, but I'm trying to learn!
Replies
So Im inside UDK and going to setup some height maps in my shaders. and they gone and added an extra input in the Bump Offset node called "HeightRatioInput" what the HELL does it want in there? There already are height ratio and reference plane inside the node? kind of pisses me off when they add things like that....If anyone has any info on that it would make me very happy!
[ame=http://www.youtube.com/watch?v=n73nTgUMdD8]Scfi Fi Corridor - YouTube[/ame]
What are you going to do next, what are your plans? I will defo follow
thanks ! yes its all nDo2
I'm having problems extracting normals do you mind helping me with some advices? thx!
Started doing a barrel just so I dont go slow in the head during the holidays ^^ Still WIP
The text looks really fake though.
How did you do the wood? It looks awesome. Is it all zbrush or did you use photo ref?
The cracks in the wood could be a bit deeper though. (imo)
I sculpted like 4-5 of the highpoly planks, very simple. just some strategic lines basicly:P a few that flows trough the plank and more concentrated at the edges of the plank. I also Overlayed a photogenerated normalmap via nDo with very low opacity. there are also some photoes in the diffuse with low opacity as well but mostly worked in some subtle reds and greens by hand
I tried boosting them up a little but it looked a little to unstable, like it wouldnt hold tight :P
i agree with the text though hmmm well no it actually doesn't bother me much to be honest
tossed it into UDK as well just to test ut out, seems to hold up alright. Got much better result from the glossmap in marmoset imo. just default day lightning, nothing fancy. But since marmoset is the renderer Im going with Im going to keep my spec&gloss as they are.
[ame]www.youtube.com/watch?v=sURDzG8MTVg[/ame]
there you go, just remove everything past the &
Nice barrel, curious, did you use dDo for this? Not seeing many of the typical signs.
would probably bake down the metal rings Diffuse onto the dark parts of the barrel for LODs. Normalmap would probably be gone by that distance so think a diffuse LOD shader would be just fine, save some instructions as well.
Doodling a little... but the truth it...
a rock or something :nerd: might turn into something I dunno.
Branches are just something I drew up in 2 seconds..
looks great!
Followed the link Duncan linked in WAYWO and I like it! a lot. fun to goof around in mental ray again. need to tweak the bokeh some, its a bitch haha. and of course FINISH the model...... :P
doing some hand painting. trying to get better at this stuff ^^ mainly focused on the handle and the wood. metal is basicly untouched xD