Just wondering, what's the reason for having these orange areas with their own geo? Seems like they would be fine just as part of the normal map? And with the blue area, was just wondering why you decided to decrease the number of segments for the larger part of the cylinder - possibly because that won't be seen as much / at all so is less important?
If you have a look at this screen http://img191.imageshack.us/img191/482/r572.jpg (laptop atm, so can't make a new one from the lp), you can see that those bolts noticably stick out in fp view.
If I was really trying to get squeeze out the last 100 tri's to get to a set number it could have been baked down, but because I don't have that, I just left them like that.
The other part, a bit of the same, afaik that button releases the magazine, so maybe that would be visible in a reload animation, so just for that I didn't mind adding another 20-40 triangles to have some geo there instead of being flat.
The blue part is indeed just for saving triangles, that part will almost never be seen (see above screenshot).
edit: just saw your edit, unless I am forgetting something the only thing that got seperated is the small cylinder on the lightswitch.
but yes still trying to find a balance there, sometimes I get told that I try to make it to much in 1 big part, sometimes the other way, so still figuring that out with every piece
Wicked dude. pure sex appeal. Some noticeable pulls at harsher angles, But i'm sure once textures and a less chromey material get thrown into the equation it will look pretty sick. Looking forward to textures.
Played around with some idea's, and thought I'd get a second opinion on the general schemes before I start tweaking/refining all the values. (lighting/being very basic on the top one might throw it off a bit, so added a bit of ref)
So top or bottom, or do they both suck
I agree. Do both :poly124: The first one is pretty generic, but still nice overall especially if you include some of the wear in the reference. But the black one just looks so nice.
Thank you fnitrox and leleuxart for the input.
Doing both is a fun idea, but the second version is probably gonna be for somewhere in the future instead of trying to get both done now. :poly124:
Still a lot to do, but looking if someone wants to give some feedback at this stage.
second is a quick try with a sand color so not everything is a variation on black.
(and don't mind the extreme black on the surefire switch ) http://oi42.tinypic.com/3zgic.jpg http://oi40.tinypic.com/2ceg6ep.jpg
Just gonna put this in here, so I don't have to start a new thread just for this.
Made a test/practice asset for TB2, and was wondering if anyone maybe wanted to have a look and give feedback on it before I finish this.
It's indeed a bake, triangle count is high, I knew this was just gonna be for just some close up shots, and didn't want to spend to much time on it to move on to texturing as quick as possible
Haha I'm a noob at this, What are those flat, obviously the last one is the normal maps but what about the 3d other one? I was thinking the second was the diffuse but there is no red diffuse... I'm confused!
heh,
It's because the textures are for marmoset2/pbr so the "rule" is for metals (and that asset consists like 90% out of metals) that the diffuse is black.
The other nonmetals are the black rubber (so darkgrey diffuse), so the only thing in the diffuse that really mattered is the red plastic.
Because the color is coming from the specular reflections. Its closer to being physical accurate.
the maps are in this order.
Diffuse,Spec
Gloss, Normal
YES! This is amazing! So glad to see people putting a proper effort on making readable materials! I can actually read what the different kinds of plastic, metal and rubber is! Great job and really shows the potential of PBR!
Thanks guys.
And thanks HP, coming from you that means a lot to me.
Bit of a busy today, and the beta went down, so decided to do the LP for the binoc's and texture further tomorrow.
It's intended for 1st person view, and sitting at 6.5k tri's, maybe to much?
bake isn't final yet, just posting it up here, in case there is some feedback on it, then I can still fix up the lowpoly.
joeriv, sorry if you already talked about this, but how are you doing your smoothing groups? Are you just putting the smoothing groups with the UV splits? As for the bake, I assume you're also just doing a standard exploded bake?
I do the UV's first, how I UV depends on the target engine, and if needed I split UV's where I need a smoothing group split, but just in general try to get away with the least amount of UV splits.
And then afterwards I just run a UV shells to smoothing groups script.
And the bake is indeed just a exploded bake, I try to combine as much into 1 piece in the lowpoly, so usually I don't end up with a huge amount of pieces that need to be exploded, and I find that a lot of quicker then other methods (Blockers/material id's).
Hope that answered your question.
With marmoset 2 out, and the scope being baked, took some new screenshots of the bake.
Thanks, and I'm working on it.
The goal is to have my portfolio done in janury and there are some other pieces I really want to do, so gonna try really hard to get the gun textured by the end of the weekend/monday. ^^
Where I got today with the texture, a lot is still basic values, or just values + some basic overlays.
But didn't want the final texture to appear out of nowhere, and maybe get some feedback while I take a break ^^.
Not sure if I mentioned the texture size, but just using a 2048 for the gun.
Replies
Just wondering, what's the reason for having these orange areas with their own geo? Seems like they would be fine just as part of the normal map? And with the blue area, was just wondering why you decided to decrease the number of segments for the larger part of the cylinder - possibly because that won't be seen as much / at all so is less important?
Also I see you made some more stuff floating than you originally had; this is an interesting thread on the pros/cons of doing so (you may have already seen it)
Really nice model/thread
If you have a look at this screen http://img191.imageshack.us/img191/482/r572.jpg (laptop atm, so can't make a new one from the lp), you can see that those bolts noticably stick out in fp view.
If I was really trying to get squeeze out the last 100 tri's to get to a set number it could have been baked down, but because I don't have that, I just left them like that.
The other part, a bit of the same, afaik that button releases the magazine, so maybe that would be visible in a reload animation, so just for that I didn't mind adding another 20-40 triangles to have some geo there instead of being flat.
The blue part is indeed just for saving triangles, that part will almost never be seen (see above screenshot).
edit: just saw your edit, unless I am forgetting something the only thing that got seperated is the small cylinder on the lightswitch.
but yes still trying to find a balance there, sometimes I get told that I try to make it to much in 1 big part, sometimes the other way, so still figuring that out with every piece
Did you drop the optic?
Lookin awesome. Can't wait to see that scope baked. Those are always the funnest pieces to bake: The ones with really complex curves and shapes.
Some fixes + did the small details, putting it out there in case I missed something or made spelling errors before I call this ready for texturing.
So top or bottom, or do they both suck
http://oi39.tinypic.com/2hfopdx.jpg
Doing both is a fun idea, but the second version is probably gonna be for somewhere in the future instead of trying to get both done now. :poly124:
second is a quick try with a sand color so not everything is a variation on black.
(and don't mind the extreme black on the surefire switch )
http://oi42.tinypic.com/3zgic.jpg
http://oi40.tinypic.com/2ceg6ep.jpg
Also what are you rendering your low-poly in?
Cheers,
Arman
I hope this makes the smoothing groups clear:
Went for the lowest amount of Smoothing group splits I could get away with for marmoset.
http://imageshack.us/a/img132/391/tcfs.jpg
hope that helps
cant wait to see some more updates!
Updates will be somewhere in the future when I have some more time.:)
Made a test/practice asset for TB2, and was wondering if anyone maybe wanted to have a look and give feedback on it before I finish this.
Is that a bake, Or straight up high?
Edit: Saw a few tells of it being baked ^^ What are the technical specs of this piece?
It's indeed a bake, triangle count is high, I knew this was just gonna be for just some close up shots, and didn't want to spend to much time on it to move on to texturing as quick as possible
9.5k'ish triangles
wires in case you are curious:
http://imageshack.us/a/img820/6366/f5er.jpg
flats:
http://imageshack.us/a/img266/412/64sn.jpg
topright: specular
bottomleft: gloss
great work on your ellie model btw
Glad you liked my model )
It's because the textures are for marmoset2/pbr so the "rule" is for metals (and that asset consists like 90% out of metals) that the diffuse is black.
The other nonmetals are the black rubber (so darkgrey diffuse), so the only thing in the diffuse that really mattered is the red plastic.
you can find some more info here:
http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/
http://www.polycount.com/forum/showthread.php?t=126487&page=17
I hope that cleared up some of the confusion
the maps are in this order.
Diffuse,Spec
Gloss, Normal
Gonna take a look at those links!
Looking forward to whatever is next
Finally baked down the scope for the gun.
3.4k triangles & 1024 textures.
Need to fix up some small issues (edgewidths mainly on the holder thing, and a error on the little sight at the front), and add some details with ndo.
Also started a quick inbetween thing like that welding torch for some quick extra practice.
Ross binoculars, still just highpoly atm.
^^
s6 and tynew, thanks, but I think that's probably a bit to much praise.
Textured the acog a bit, time for a break, and get some fresh eyes, and then finish it up, so I can finally get the gun done.
WE LOVE YOU!
Awesome work buddy. You're makin me jelly everyday. So I'm gonna start a new gun today
And thanks HP, coming from you that means a lot to me.
Bit of a busy today, and the beta went down, so decided to do the LP for the binoc's and texture further tomorrow.
It's intended for 1st person view, and sitting at 6.5k tri's, maybe to much?
bake isn't final yet, just posting it up here, in case there is some feedback on it, then I can still fix up the lowpoly.
And then afterwards I just run a UV shells to smoothing groups script.
And the bake is indeed just a exploded bake, I try to combine as much into 1 piece in the lowpoly, so usually I don't end up with a huge amount of pieces that need to be exploded, and I find that a lot of quicker then other methods (Blockers/material id's).
Hope that answered your question.
With marmoset 2 out, and the scope being baked, took some new screenshots of the bake.
The goal is to have my portfolio done in janury and there are some other pieces I really want to do, so gonna try really hard to get the gun textured by the end of the weekend/monday. ^^
Where I got today with the texture, a lot is still basic values, or just values + some basic overlays.
But didn't want the final texture to appear out of nowhere, and maybe get some feedback while I take a break ^^.
Not sure if I mentioned the texture size, but just using a 2048 for the gun.
Fantastic work, keep it up.