So today I finally took some time to post some old highpoly models for Far Cry 3 guns that I made, the desert eagle never made it into the final game though, as far as I know. Also did the lowpolys and bakes, but this is all I got though. Did a whole bunch of other stuff for that game aswell, but I have no idea what stuff is still in there. Aaanyways, huge renders! Only HP models, rendered in modo.
very very nice work really can't stop looking at them.And the way of displaying them are exceptional. May I ask the obvious question,how did you make that material for hp in modo?
@igi Probably a way crazier version of what is shown in this video about occlusion materials. I tried messing with them earlier this week, but I wasn't able to get anything super satisfying out of it with my limited knowledge of Modo's more in depth materials.
As for the rendering, its not a texture, its a shader I made in modo, same one I use for this for example, but an updated version:
As for how the material works.. I am honestly not 100% sure. Using the occlusion nodes combined with some textures in modo, but I still dont feel like I have enough control over it, so im still working on ways to make it work better, because right now It kinda breaks on some surfces and Im trying to find a way around that. Will maybe reveal how it works, once I actualle figure it out and can explain it, haha. Just wish modo had a node-based material editor, then I would be able to do alot more powerful stuff, ahwell, one can dream.
As for the rest of the rendering its just an image environment, the standard directional light + some slight DOF here and there. Oh and some blurred reflection, masks derived from this metal flake shader, some AO dirt etc
Thanks for the comments people ^^ I dont think that I would be allowed to show wireframes, but its nothing special anyway, my wireframes are really messy
chiniara: thanks! Yeah, as soon as I have more free time there will be more streaming and tutorials, i promise!
RailbladerX: thanks! Yeah, its a shader. I use shaders 90-95% of the time I would say, and base my textures from that : )
A while back I tried baking the occlusion materials as a texture base, except I couldn't get them to transfer to my low! Ugh!
You have to select the UV map you want to render it to. Make sure you have an alpha output in the the shader tree along with your other outputs (final color etc) Then hit Render -> Bake to render outputs.
Replies
Im not surprised at all to see a wizard like you had his finger in the pie.
also i was wondering, do you texture your HPs for renders or are those some kind of materials in modo?
Wondering the same thing. Killer stuff man!
+1 on any details you'd like to share about your modo presentation, looks great.
As for the rendering, its not a texture, its a shader I made in modo, same one I use for this for example, but an updated version:
As for how the material works.. I am honestly not 100% sure. Using the occlusion nodes combined with some textures in modo, but I still dont feel like I have enough control over it, so im still working on ways to make it work better, because right now It kinda breaks on some surfces and Im trying to find a way around that. Will maybe reveal how it works, once I actualle figure it out and can explain it, haha. Just wish modo had a node-based material editor, then I would be able to do alot more powerful stuff, ahwell, one can dream.
As for the rest of the rendering its just an image environment, the standard directional light + some slight DOF here and there. Oh and some blurred reflection, masks derived from this metal flake shader, some AO dirt etc
Those guns are looking really amazing! I'd love to have that desert eagle in the actual game!
Great job!
wanna archive in future.
You one of my favorite artist - nice work - keep it up
Amazing stuff dude! but wait... that is not a texture? but a shader?!
How often do you find yourself using shaders more then actually
hand-texturing them?
RailbladerX: thanks! Yeah, its a shader. I use shaders 90-95% of the time I would say, and base my textures from that : )
A while back I tried baking the occlusion materials as a texture base, except I couldn't get them to transfer to my low! Ugh!
You have to select the UV map you want to render it to. Make sure you have an alpha output in the the shader tree along with your other outputs (final color etc) Then hit Render -> Bake to render outputs.