UPDATE 8-10::
new rims!
Meet Handy my new driver!
Anyone know whats causing these GPU artifacts?? See the large squares...
OLD::
Whattup polynerds
I have been thinking about this contest while busy at work. Finally I have some time to create an entry.
My concept is pretty straight forward. I am going for a realistic robotic sports car. An undercover type vehicle 10 years from now. Here's what I have so far. The design inspiration comes from the new Lexus 350 and a jaguar f-type. Under the hood its all robotic.
Replies
Fleshed out the robotic guts: Each wheel has its own robotic arm. Also each pair of wheels gets its own engine.
I want the outside shell to look sleek with some wear n tear. In contrast the interior guts are going to be highly detailed and grunged up. I can't wait to dDo this bitch!
Hedi: thx!
Hitmoninfinity: Actually I'm building as much as I can. Only problem its getting too highpoly to squeeze into 2 x 4096
Mental Ray test.....
Artquest: here are some of my favorite scripts:
Most of them are here in my favorites...
http://www.creativecrash.com/users/lee-souder
My script :
http://www.leesouder.com/2014/perfectPoly.mel
it punches perfect circles into any face.
As of now I am playing with the idea of an auto-pilot...
Somehow I imagined after you spent all your poly budget/texture space on your insanely detailed vehicle all you would have left to do for a pilot would be something like this:
you know... to keep the universe from imploding from too much awesome.
Loving the design, the render of the cars shell just oozes class.
InflatableFriend :: you handsome devil, thank you for the approval.
After having trouble in dDo finding edges for rust, I plugged in a curvature map from xNormal and this helped a ton.
Also have you guys ever heard of Adobe Kuler?
https://kuler.adobe.com/explore/most-used/?time=month
click on a swatch set and it will be added to your swatches in Ps!!
I used "blue jeans red shirt" for the tests below ::
Biggest issue I see with it now is that the materials/general wear are very uniform. Right now the wear is sort of universally applied to everything. I think it would be more interesting if you had some clear areas for the eyes to rest, and then some unqie wear, like a big gash, scrape, dent, etc where you can see that something specific happened.
How can I manually paint the dynamask in the new dDo and then copy the dynamask to each texture? I can't figure it out...
Go the layer you want to edit in PS, do some hand painting in the mask, and then go to copy mask to all layers from the dDo dropdown.
You'll lose your changes if you create a new dynamask though, so be careful.
Ahh i c, thanks Earthquake
QUESTION :: Can Marmoset2 take advantage of multiple GPU's for realtime rendering?
In other words will SLI/crossfire rigs render scenes faster?
In theory, yes it should. TB2's performance is almost entirely dependent on the gpu, I've considered this myself and talked to our engineers who told me that it SLI should provide a performance boost, however we haven't really tested it.
If you do, we will be very curious to know how well it works for you.
I am convinced SLI is not working ::
First I switched SLI mode off and on and the frame rate did not change ::
It would be a blessing if Marmoset 2 could utilize SLI!