Long time no post, Polycount!
With my contract deadline coming up, I decided it was time to finish up a pile of WIPs I've been sitting on, so here's the first of many: a Berthier Mle 1916 carbine with a Russian PE scope attached. Not a strictly historically accurate combination, but I really liked the silhouette it made, and anyways a competent machinist could totally have made a custom mount :P
Anyways, here's a pile of images and a turnaround:
Here's a turnaround vid, it's all grody in the embedded player but if you click through you can see it in 1080p60:
[ame]
https://www.youtube.com/watch?v=CrRW0dDJtNs[/ame]
All renders were done in Marmoset 2, and the vital stats are:
Scope: 5772 Tris
Rifle: 11,814 Tris
The rifle includes the body, the bolt, a single 8mm Lebel bullet, some funky magazine springs, and an en-bloc clip. You can juuuust see those last two in the last image, with the bolt removed.
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PS the video has significantly cruddier contrast than the images I took, but it looked fine before I uploaded it to youtube. I threw it up on vimeo too, and it looked just as bad. Does anybody have any tips to get better quality?
I just grabbed fraps vid of marmoset, ran it through handbrake (h264, 14 quality) and chucked it on youtube, but if there's a better way, please let me know!
Replies
Probably the greatest benefit of video games is we get photorealistic graphics with such fluidity.
I did a top-down projection of a striated wood pattern I made, baked it down, and then cleaned it up in photoshop. Basically [URL="[URL]http://www.patricksutton3d.com/images/tutorials/tut-vintorez.jpg[/URL]"]like this[/URL], but without then adding photos on top (I decided not to use photosourced stuff this time). Because this thing is rounded, rather than flat-sided, I was able to get a good result out of this method alone.
I think I should expand on the baking down textures thing. I did a lot of baking of patterns and gradients, not just the main wood pattern. I have a big ol' obvious back-to-front gradient on the wood of course, but I also have one on the scope. It's subtle, not the sort of thing you'd immediately notice, but it adds a bit of depth.
I also baked a subtle wood grain texture, all microdetail with no pattern, using Soulburn's BlendedBoxMap script. I like to bake as much stuff as possible because it means not doing lots of seamfixing later. I basically only have to fix seams for things I paint solely in photoshop, like scratches and stuf.
For this thing, I baked down a tension map (basically concavity/convexity), which I find is nicer to work with than a normal-map-based cavity map, a couple of splotchy maps at different detail levels, and the really specific ones like the wood ones. I really hate seam fixing, so if I can bake everything and have no seams I'm a happy camper!
Another thing I like about baking stuff down v. doing it all in PS is that I don't have to worry about UV orientation or distortion as much when doing text and graphics. I usually have my text stuff right in the scene, and I just bake it down as a diffuse map (white on black) and then chuck that into a mask in photoshop. I'll even bake normal mapped stuff sometimes, since max lets you bake normal mapped images like they were geo.
You also get the benefit of your baker's supersampling, instead of photoshop's which is designed around screen readability
This seems to explain the concept fairly well.
It seems overly glossy tho, looks like it is wet