Been working on this mech a little bit, images are so huge so didnt want to post them in the WAYWO thread ^^ Built and rendered in Modo, textured using shaders and some photoshop-cheating
Nuclear Angel: just a highpoly mesh for this one : )
Grubber: Hmm, not sure how long, maybe five days total? Was alot of experimentation involved with rendering, shading and stuff.
YakZSmelk: not really any textures to speak of. A tiling metal texture for diffuse, a tiling rusttexture straight from cgtextures, and a quick bumpmap. The rest is shader-based and pohotoshopoverlays. Really quick stuff, because im lazy like that ^^
Great work, I love the individual pieces and the hawken sort of vibe and the fantastic attention to detail but I personally dont actually find it an attractive cool shape and Im not sure why.
no references for this one no, just all out of my head (but my head is full of references so i guess its kinda the same thing). I will do a small explanation of how i textured it, but its just more of the same how i normally do it
Pretty damn nice However there seem to be some serious ngons on the kneepads.. How come this isn't giving you any trouble with subdivision if I may ask?
Pretty damn nice However there seem to be some serious ngons on the kneepads.. How come this isn't giving you any trouble with subdivision if I may ask?
Assuming snefer is using the same technique as usual... there probably is very little subdivision being used. Modo's round edge shader instead
Pretty damn nice However there seem to be some serious ngons on the kneepads.. How come this isn't giving you any trouble with subdivision if I may ask?
Yeah I was also curious on how modo does that, its like you can cut out holes into any type of mesh without repercussions. Try doing that in Maya causes all kinds of hell on earth!
However this mech is pretty darn amazing! I'm sure it will be a key reference for many artists thinking of doing the same
Yeah I was also curious on how modo does that, its like you can cut out holes into any type of mesh without repercussions. Try doing that in Maya causes all kinds of hell on earth!
However this mech is pretty darn amazing! I'm sure it will be a key reference for many artists thinking of doing the same
It is possible in maya using the architectural shader, or mia roundcorners. There's some problems with baking it down in maya though.
Love it! Great work as always Tor, do you have any design principles or gielines when building something like this in your head? I have been trying to design stuff latelly and everything just looks pale.
OccultMonk: thanks : ) Its am ix of basic shaders with some bump etc, and pohotshop posteffects with some grime and so on. No UVs Generally render out an AO pass that I use as a dirt base overlay.
Ged, just bake, it bakes down like anything else, ntohing special needed, if its on your highpoly, it will bake down : )
OccultMonk: thanks : ) Its am ix of basic shaders with some bump etc, and pohotshop posteffects with some grime and so on. No UVs Generally render out an AO pass that I use as a dirt base overlay.
But how do you project those shaders/bump/grunge maps onto the model? I am a 3Dsmax user with a little bit experience with Modo. In 3DSMAX you can use a number of projection mapping techniques and basic box/spherical/cylindrical mapping. I'm a fan of your videos ;-) and have seen you use grunge and bump maps on your models in the viewport.
OccultMonk: in general I just use box projection for my textures, and make sure to have textures that are friendly for breaking in random angles, so that you dont get so obvious seams. Mixed up with procedural noise and so on its not that noticable. I have been thinking about starting to use more cameraprojected UVs for special shots and actually bother to do real textures... but I havent quite abandoned my lazyness yet : D
Cool work Snefer. I have a question regarding the round edges shader and how your mesh is constructed. It looks like some shapes are simply intersecting meshes with no 'physical' connection (like the cylinders on the upper portion of the mech). Other pieces look like the geometry has been combined (larger spherical pieces on the upper body).
Am I seeing the combination of intersecting & combined geometry correctly? What's the rationale for combining some parts and leaving other pieces separate?
I get how you are texturing this with materials and what not, only thing I dont grasp is how are you localizing details? Like the rust collecting by edges of stuff and things like that. It seems like you would have to feed the shader more info like a cavity map or something to know where those edges are. I know ddo and painter do this, I'm just curious how you are accomplishing this in modo.
jStins: some of the larger and softer intersections I handled with meshfusion as a base first, before moving on to detailing it with booleans and using the round edge shader. Round edge shader is pretty awesome but it has its limitations
BradMyers82: you can feed cavity/convexity maps + occlusion etc into a shader aswell, aswell as custom weight maps and masks, and combine it all into one big soup of a mask basically. There are no real limits, I combine different masking methods depending on what i want to achieve and what suits the model/works with the geometry i have to play with. For example if its a really dense mesh I generate vertex ambient occlusion instead of a shaderbased one because its faster.
I looked at your wireframe and saw that the main body mesh of the Mech has quite a low subdivision. While the intersecting pieces have much higher subdivisions. I mean the pieces on the main body that are connected with Meshfusion (not the separate/floating pieces). My experience with Meshfusion is that all the meshes needs quite high subdivisions to work properly. How did you make it work?
You can just turn down the subdivision level o0n those layers as ar as you can, meshfusion will try to make it work at as a low subdivision as possible then, is how it seems to work. Doesnt seem to work all the time, but sometimes you get away with a relatively light mesh
I mostly got holes between the meshes in modo 801 + Meshfusion when I tried to lower the subdivs. I will do some tests with Meshfusion in 901 and different Topology. Are the decals projections on the Mesh or Geometry or done in post in PS? With a mesh that does not have UVWs, decals are somewhat hard to do I guess.
Replies
Would you mind sharing the textures you created for the mech?
I would love to see some wireframe shots.
How long did it take you to model this?
Nuclear Angel: just a highpoly mesh for this one : )
Grubber: Hmm, not sure how long, maybe five days total? Was alot of experimentation involved with rendering, shading and stuff.
YakZSmelk: not really any textures to speak of. A tiling metal texture for diffuse, a tiling rusttexture straight from cgtextures, and a quick bumpmap. The rest is shader-based and pohotoshopoverlays. Really quick stuff, because im lazy like that ^^
Looks excellent.
How do you get creative with all the gubbinz and little details? Do you have references, things you keep in mind? Miniatures? Mechanical stuff?
Definitely like the way those legs are built.
Really awesome job man. :thumbup:
.... and .... that's the real-time model ? O o
Assuming snefer is using the same technique as usual... there probably is very little subdivision being used. Modo's round edge shader instead
Yeah I was also curious on how modo does that, its like you can cut out holes into any type of mesh without repercussions. Try doing that in Maya causes all kinds of hell on earth!
However this mech is pretty darn amazing! I'm sure it will be a key reference for many artists thinking of doing the same
there is almost no sub-d polygons in the mesh, even if it was, i wouldnt care so much about n-gons anyway : )
It is possible in maya using the architectural shader, or mia roundcorners. There's some problems with baking it down in maya though.
Started designing another mech and kitbashing pieces from the old one, making a lighter assault mech this time : )
[ame]http://www.youtube.com/watch?v=XcDF8ZYAld0[/ame]
How do you texture/render the model? Do you use projection mapping or also UVW? Can you tell something about the texturing/render techniques?
Ged, just bake, it bakes down like anything else, ntohing special needed, if its on your highpoly, it will bake down : )
But how do you project those shaders/bump/grunge maps onto the model? I am a 3Dsmax user with a little bit experience with Modo. In 3DSMAX you can use a number of projection mapping techniques and basic box/spherical/cylindrical mapping. I'm a fan of your videos ;-) and have seen you use grunge and bump maps on your models in the viewport.
Am I seeing the combination of intersecting & combined geometry correctly? What's the rationale for combining some parts and leaving other pieces separate?
BradMyers82: you can feed cavity/convexity maps + occlusion etc into a shader aswell, aswell as custom weight maps and masks, and combine it all into one big soup of a mask basically. There are no real limits, I combine different masking methods depending on what i want to achieve and what suits the model/works with the geometry i have to play with. For example if its a really dense mesh I generate vertex ambient occlusion instead of a shaderbased one because its faster.
But how do you project those graphics onto the model with shaders?