Hey dizzywalnut...I noticed the bake on your extinguisher and fire hydrant is all white and blown out. I have a feeling that wasn't intentional, so let me tell you about the shadow map bug just in case...
When you create a shadow map in Max, the bake dialog asks you to specify a location for the map to go. DON'T USE THIS FILE! Just delete it and instead save the bake out of the render window. The file saved out of there will look exactly as it does in window instead of all blown out.
In any case, your meshes look good. Simple, and good.
The Render to Texture preview window actually displays the how the mesh would render just as if it were done in the viewport. The saved out file is the actual file type specified... Unless there's an option to properly display what it's rendering.
Actually, the best sollution there, to make it less blow out, is using the rendered occlusion bake as a multiply layer over a gray image.
So The ben, it's actually not a bug, it's how the viewport sees the model as a diffuse with an occlusion on it.
and the rendered file chosen is just the occlusion as it should be, if you'd want exactly what's seen in the viewport, you render out a diffuse and occlusion, and multiply the occlusion on the diffuse.
funny - I didn't expect some crits for this simple env.props in AO.
Thank You, guys.
Well , I use CINEMA 4D 9 ans his plugin which is not TIP-TOP.
You know what, I will go render it in 3DS MAX ... just to see what can I get.
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is all white and blown out. I have a feeling that wasn't intentional
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Irrespective of any funky Max bugs, fyi 'blown out' is actually exactly what you want in the context of overlaying AO maps. The predominant color here is white, thus If this were overlayed onto a color map the main colors would remain unaffected, and the nooks and crannys darkened. You wouldn't want to darken the overall tone by having the predominant color anything other than white.
I'm loving these super deformed Street Fighter characters.
And thanks for the clarification with the baking, you guys. Obviously I misunderstood exactly what Max was doing, and now it makes completes sense why this occurs.
for the same naruto contest on gameartisans, a quick zbrushed scroll for our character and a lowpoly with normals & flat colours/GI bake...
approx 250k polys:
how'd you make this Mop? i'd like to know how you went about creating the ornate center slip piece with the birds and stuff. i'm guessing a displacement? excellent craftsmanship.
again, the high poly is gorgeous but, the textures for the low are meh. some light colored scuffs hinting edges or something in the diffuse would be good. the sharper lines horizontal to the the curve on the highpoly form really look fantastic. i'd tweak the normal to bring those back out, they seemed to have been subdued somehow.
kp: haha, the diffuse is just (like i said in my post) flat colour and a GI bake so far. I literally spent 2 minutes on it in Photoshop so far
Most of the ZBrush details were done with Radial Symmetry active, i love it so!
I actually sculpted the deco around the centre of the scroll with radial symmetry on 2 times so it loops and tiles perfectly, but isn't "mirrored".
RUZ -
I've already told You , I'm Your fan. Looks nice.
Go down with specularity for the "waistcoat",this will make cool difference-distinguish between waistcoat and tshirt.
You could add some stuff at the waistcoat.
Hi guys,
be careful about Your eyes - diZzy's AO is comming
How I've promised this morning, I've started 3DS Max to see what I can get with a mental ray. Honestly , before I look at GOOGLE search IMAGE "ambient occlusion" to get some basic idea.There's many images and various rendering.
Marshal Banana - Nice start. Hope you're looking for some crits...
I'd lose the black background with the glow around the object. No matter how "FUCKING ROCKIN'!!!!!" it is, once I took it away, there was some more depth and detail I didn't see at first. I haven't played Jedi Knight, so I don't know what looks best in game, but here are some things that could add to interest to the swords:
- Some things need to play off each other more (like the handle to the guard and the skulls at the bottom). Adding shadows will help make it feel like things are all incorporated with each other.
- There's an orb in the middle of Sparda that's actually faceted. Why not make it that way? It'll add another element of texture that will also add interest.
- Turn the spiral on the handle some to give it that gnarled look. Instead of almost horizontal lines, go with 45* or even more.
- Adding little, hotter highlights on Sparda will make it look even more slimy/alive and push those areas out even further. Similarly, adding some specular and shadow on the guard will help push the gold bits out and make them less flat.
- Some areas are just flat color with a little bit of texture overlay on them. You could fake geometry with the texture in these areas and make them less boring (ex: the bone area on Sparda and the blade on Force Edge).
Good start Snowfly. His eyes bug me a little , perhaps eyelids are not prominent enough. nice style so far though.
Mop. Nice work man
diZzyWalnut - cheers man. i might add some accessories, but since he is meant to be a journo, he proably would n't have that much stuff attached to his jacket.
Flewda: I baked the normals in Max, ZBrush baked them pretty well but it doesn't have the control over raycasting needed to stop the normals distorting on the ends of the cylinders.
The dark red cylinder around the centre is meant to be treated red leather, the pink bits are meant to be painted/decorated wood slats around the paper. Gold metal trimmings.
I guess I should try to focus the materials a bit more.
Sweet base japhir, but right now it looks kinda flat, and the coloration seems pretty random. Play with highlights and darker shadows for contrast, and pull some more solid forms out of the face. Considering the texture size, it may help you to reference some PSP games, or artists like B1ll's work to see how they got sharpness out of minimal pixels.
Here's the first figure I've sculpted from a live model.
I'm not unfamiliar with sculpture mind you, as it's my Major, but this is the first time I've done it from a live human. Nevermind the hand in the first pic, I barely touched it. It stands about 26" high and is made of water based clay.
Japhir, deffinately work the shadows a bit more as suggested, maybe hilights a bit.
Tattoos! They could and some contrast on back, arms, hed. would be cool to see the tex flat too.
I think MoP's scroll is sweet. The red looks like a pretty decent leather to me. The pink/purple material I'm not sure, could use some tweaking to me. Not sure of it's just too busy, I think almost straight lines would be better than with the added details. the straights and squigglies don't work together imo.
I think straights and maybe a little overlay it could look like silk or something.
I know it's not an in game render but I think the normals aren't strong enough on the gold rings at end of purple material. I think how the gold rings have shape on the red material it really minimizes the effectiveness of using normals on the other gold rings and the model looks too flat there for the texture.
Replies
Quality stuff, I like.
Also, It's peanut butter jelly time!
http://emuse.ebaumsworld.com/flash/play/733/
Narutocomp stuff, zbrush/mudbox/wip scribbling, blahblahblah
When you create a shadow map in Max, the bake dialog asks you to specify a location for the map to go. DON'T USE THIS FILE! Just delete it and instead save the bake out of the render window. The file saved out of there will look exactly as it does in window instead of all blown out.
In any case, your meshes look good. Simple, and good.
The Render to Texture preview window actually displays the how the mesh would render just as if it were done in the viewport. The saved out file is the actual file type specified... Unless there's an option to properly display what it's rendering.
So The ben, it's actually not a bug, it's how the viewport sees the model as a diffuse with an occlusion on it.
and the rendered file chosen is just the occlusion as it should be, if you'd want exactly what's seen in the viewport, you render out a diffuse and occlusion, and multiply the occlusion on the diffuse.
Thank You, guys.
Well , I use CINEMA 4D 9 ans his plugin which is not TIP-TOP.
You know what, I will go render it in 3DS MAX ... just to see what can I get.
is all white and blown out. I have a feeling that wasn't intentional
[/ QUOTE ]
Irrespective of any funky Max bugs, fyi 'blown out' is actually exactly what you want in the context of overlaying AO maps. The predominant color here is white, thus If this were overlayed onto a color map the main colors would remain unaffected, and the nooks and crannys darkened. You wouldn't want to darken the overall tone by having the predominant color anything other than white.
Stunning stuff as always pior!
(A change of some values)
"A" is an origin. under crits , finally I like the "B".
Anyway - how I've sad before - I will try AO under 3DS MAX.
Daz - thanks for comments , as always - in the right moment at the right place
And thanks for the clarification with the baking, you guys. Obviously I misunderstood exactly what Max was doing, and now it makes completes sense why this occurs.
*The More You Know*
Cheers MoP, yeah I am still messing with the spec colour/power etc.Gottta finish the diffuse texture too.
xnormal sucked me in like a child with a new toy.
Now I can get a decent cavity map , my textures should improve a little
The hair's all temporary. Here's the character it's for...
for the same naruto contest on gameartisans, a quick zbrushed scroll for our character and a lowpoly with normals & flat colours/GI bake...
approx 250k polys:
170 tris and part of a 1024x1024 map:
GA thread here: http://www.gameartisans.org/forums/showthread.php?t=894
again, the high poly is gorgeous but, the textures for the low are meh. some light colored scuffs hinting edges or something in the diffuse would be good. the sharper lines horizontal to the the curve on the highpoly form really look fantastic. i'd tweak the normal to bring those back out, they seemed to have been subdued somehow.
Most of the ZBrush details were done with Radial Symmetry active, i love it so!
I actually sculpted the deco around the centre of the scroll with radial symmetry on 2 times so it loops and tiles perfectly, but isn't "mirrored".
I've already told You , I'm Your fan. Looks nice.
Go down with specularity for the "waistcoat",this will make cool difference-distinguish between waistcoat and tshirt.
You could add some stuff at the waistcoat.
Hi guys,
be careful about Your eyes - diZzy's AO is comming
How I've promised this morning, I've started 3DS Max to see what I can get with a mental ray. Honestly , before I look at GOOGLE search IMAGE "ambient occlusion" to get some basic idea.There's many images and various rendering.
I think this is THE BEST ONE what I've seen.
This, Alastor, Rebellion, and Force Edge are for a Devil May Cry weapons pack for JKA
I'd lose the black background with the glow around the object. No matter how "FUCKING ROCKIN'!!!!!" it is, once I took it away, there was some more depth and detail I didn't see at first. I haven't played Jedi Knight, so I don't know what looks best in game, but here are some things that could add to interest to the swords:
- Some things need to play off each other more (like the handle to the guard and the skulls at the bottom). Adding shadows will help make it feel like things are all incorporated with each other.
- There's an orb in the middle of Sparda that's actually faceted. Why not make it that way? It'll add another element of texture that will also add interest.
- Turn the spiral on the handle some to give it that gnarled look. Instead of almost horizontal lines, go with 45* or even more.
- Adding little, hotter highlights on Sparda will make it look even more slimy/alive and push those areas out even further. Similarly, adding some specular and shadow on the guard will help push the gold bits out and make them less flat.
- Some areas are just flat color with a little bit of texture overlay on them. You could fake geometry with the texture in these areas and make them less boring (ex: the bone area on Sparda and the blade on Force Edge).
the black background with the glow was merely for presentation.
Mop. Nice work man
diZzyWalnut - cheers man. i might add some accessories, but since he is meant to be a journo, he proably would n't have that much stuff attached to his jacket.
pior, you sexy thing!
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Pior, SupRore, awesome model and awesome texturing!
On a side note, I am just curious, how good is Enzo compare to Deep Paint 3D?
Here's my pass on the textures now:
I guess I should try to focus the materials a bit more.
Love it.
finally a serious texture update, crits/comments are most welcome!
I'm not unfamiliar with sculpture mind you, as it's my Major, but this is the first time I've done it from a live human. Nevermind the hand in the first pic, I barely touched it. It stands about 26" high and is made of water based clay.
Tattoos! They could and some contrast on back, arms, hed. would be cool to see the tex flat too.
I think MoP's scroll is sweet. The red looks like a pretty decent leather to me. The pink/purple material I'm not sure, could use some tweaking to me. Not sure of it's just too busy, I think almost straight lines would be better than with the added details. the straights and squigglies don't work together imo.
I think straights and maybe a little overlay it could look like silk or something.
I know it's not an in game render but I think the normals aren't strong enough on the gold rings at end of purple material. I think how the gold rings have shape on the red material it really minimizes the effectiveness of using normals on the other gold rings and the model looks too flat there for the texture.
progress on her:
That is some ace cloth work you've got going on there Snowfly.