Hi!
Been a little while since I posted anything here. Been busy working on new stuff.
My latest project is an AK. Taken references from a bunch of different models and makes, using the parts that I liked the most. So it's not a perfect match, but I think it captures the general design and look pretty well.
I built a really, really simple highpoly, mainly just shapes, which I then baked out using xNormal. I made all detail work in nDo2 and then generated an AO which I combined with the baked one. Next I brought the maps into dDo where I generated all the textures 100%, except the base wood which was grabbed from the nDo2 project.
Hope you like it!
Screenshots taken from Toolbag.
Other pics:
Workflow tutorial on nDo2:
[ame="
http://www.youtube.com/watch?v=UHa-h2S-NNY"]Complete nDo2 Breakdown - The AK - YouTube[/ame]
Cheers!
Replies
Look forward to seeing more on your nDo2/dDo process!
PS: I can't unsee the face, he's laughing at me.
I think dDo is a powerful tool.. but just like it's an industry standard to not use zBrush's default alphas, I think the same will go for dDo. I haven't looked into it yet, but I believe there is a way to create custom presets and 'grunge' effects in dDo. Might be worth looking into.
Nonetheless - great work on the gun.
@EarthQuake: Thank you! Glad you like it. Oh yeah, I'll get back and post some proper, in-depth breakdowns on the process, definitely!
@VESIUS: Wow, thank you so much for the kind words, I really appreciate it! As for the nDo2 normals; I made shapes, curves, selections etc. that I then let nDo2 convert to normals. I will post a breakdown on the process here shortly.
@shabba: Thank you! Glad you like it.
@Polynaut: Thank you! I definitely understand what you mean, and I agree with what you say. Creating your own custom details and presets are very important, and it can really help lift your piece quite a few notches! Thanks for the feedback, it's much appreciated!
Especially like the use of nDo, that must have saved quite a bit of time.
Never was crazy about the dDo crosshatch filter though...
And just wondering, it's probably hard to give a estimate, but how much time do you think you approximatly saved using ndo/ddo over the normal modelling/texturing?
or is it basicly just a matter of preference for you in doing things, and not just speeding up the work.
Also your image size is really unfortunate. Original size is too close and dosnt look good anymore, and the auto-resized ones have terrible aliasing. Really nice rendering.
I've almost entirely removed the crosshatch detail now, and I've also reduced the resolution slightly, so it's easier to get an overview when viewing in original size.
@joeriv: I'd say I've saved at least 4 work days in the texturing phase, mainly because I didn't need to model all the floaters and the extra geometry for the highpoly, and also because it's a lot easier to manage your different maps in dDo. Also, after I'd been working for a while, I realized I had to rebake everything because I'd forgotten a few things in the highpoly. So I just re-baked and regenerated the project in dDo, which took about 7 minutes. Same thing for the stock. Just baked it and applied the preset I made for this AK. Just the rebaking and re-texturing part alone saved me a day or two. ^^
@Shrike: Yes, I had a version before that was a lot more brushed up, but I went with the darker, shinier look instead. Not sure if it'd fit with this look. I get what you mean though, and I really appreciate the input. I downsized the resolution a bit with the new renders. Hope it's easier to look at now. ^^
Cheers!
@Lloydyy89: It'll be up soon, working on it as I write this post!
@dpadam450: Hope you like it.
[ame="http://www.youtube.com/watch?v=UHa-h2S-NNY"]Complete nDo2 Breakdown - The AK - YouTube[/ame]
I'll also be creating a tutorial for the texturing process with dDo soon.
Can't wait to see the dDo breakdown as well