Started working on my DW entry again, going to try to work on it when I have some spare hours. Need to give the hands another go, can't seem to get them right...
Trigger, the style you are going for is great. But I do have to question the efficiency of having all of the detail for the characters under their helmets. From the top shot, all you can see is the helmet. If that is the view that the player is usually going to get, you could almost get away with not using the characters' bodies at all, and just have helmets floating across the battlefield.
I'll probably push the grunge with another layer of wear, seeing how it's looking pretty bland with the corrosion ATM. Quick normal maps painted in PS on flat plane.
Very nice zwebbie, cool art style, looks like it would fit nicely in some sort of animated series or something.
(picture down below somewhere...)
Alright so I need a bit of help. I've pretty much maxed out my pc trying to finish this thing, I think I need to either switch over to 64 bit, or maybe go up to a quad core... but for now, I'm having an issue. When I try to render this baby out using x-convicts quick and easy setup - http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm I get this error / message - "Out of memory for advanced Raytrace Shadow Generator - Cannot Render Shadows"
Does anyone have any ways I can go around this. I mean I still want to get a nice render out of it, but I really don't want to buy some new comp parts right now. Anyway I can network my laptop and pc together, maybe setup a little render farm? (is that overkill?).
@ Vrav: It's just a rather flat door I'm making with nothing but textures and normals. Practising saving time through not baking on stuff that doesn't necessarily need it.
Hey JO420, Im guess your spec is the texture to the bottom right? You shouldn't make it so dark, I would say make it brighter and contrasted but even on the corners, especially the edges of the bricks. The normal map looks inverted, it could just be my eyes, in the render it looks fine but just looking at the normal map it looks inverted.
nice oranges skizot.
did some retopo and baking, and BAM my normals get switched up at the seams. i've been googling for hours and cant find much.
looks like you are in maya? If your norms are on top of one another under metal ray find the option "maya derivatives" or "use maya derivatives" and that should work..maybe, I can't remember if it fixes it in the view port or not :poly124:
looking at the little box to the right, I'm pretty sure he is using 3ds max 2009 or 2010.
also i've seen your problem before on several projects of other people in my school, try using xnormal to bake the textures, that should solve a lot of your problems.
Hey JO420, Im guess your spec is the texture to the bottom right? You shouldn't make it so dark, I would say make it brighter and contrasted but even on the corners, especially the edges of the bricks. The normal map looks inverted, it could just be my eyes, in the render it looks fine but just looking at the normal map it looks inverted.
Mostly,i did add some of the highlights on the diffuse layer on to the spec to strengthen detail i want to pop out as for the brightness i dont really like to go too high on spec when it comes to materials that are not normally shiny like concrete and brick. although i might add more spec detail to the edges of the bricks to make em pop out a little more. As for the normals they are in the right orientation in max and when rendered in Unreal 3.
Here is the next asset for the scene i am working on, the door itself..
Been doing some previs work for an image I'm making for the CGTalk Secret Agent contest:
I'm probably going to have a go-go boot wearing 60's-era chick in a catsuit or something like Cat Archer wears as the main character and she'll be riding a more period-correct motorcycle. The goons will, of course, be wearing black everything. The whole scene should look like it's taking place on the Venice rooftops.
Blackula: some intresting things to consider: I had issues with seams on a recent model, and exporting the model as an .obj, then reimporting it seems to help. sounds a bit out there but I confirmed on multiple instances. second this could also be your problem: http://ddnetworkofartists.net/index.php?catid=7&blogid=1
drillerkiller that's awesome! nice color scheme man. oh and i fixed my problem, after an hour or two of sending my files to a friend, it turns out i was putting my normal map in the bump channel, instead of changing that to a "normal bump" type or whatever....3ds max confuses me
Replies
thanks for the advice though.
Your material is looking really nice
ro-sham-bo: you're fast!
I see there's some pinching going on where the wing meets the body.
Woriking on a SFA version of Sagat:
and some wire...
512x512 diffuse maps,, one for the bad guy, one for the good guy, one for each tank and one for all the weapons and items...
and yepp advanced wars was a big influence ;D
FROOTS
Cool style
Hop!
Finish work on my old stove
Modular 3d environment model i am working on for a small scene.
I'll probably push the grunge with another layer of wear, seeing how it's looking pretty bland with the corrosion ATM. Quick normal maps painted in PS on flat plane.
Can't wait to start the lowpoly and textures, but I think the highpoly needs some more detail somewhere...
(picture down below somewhere...)
Alright so I need a bit of help. I've pretty much maxed out my pc trying to finish this thing, I think I need to either switch over to 64 bit, or maybe go up to a quad core... but for now, I'm having an issue. When I try to render this baby out using x-convicts quick and easy setup - http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm I get this error / message - "Out of memory for advanced Raytrace Shadow Generator - Cannot Render Shadows"
Does anyone have any ways I can go around this. I mean I still want to get a nice render out of it, but I really don't want to buy some new comp parts right now. Anyway I can network my laptop and pc together, maybe setup a little render farm? (is that overkill?).
Any help would be very much appreciated.
Narodnik > What are you doing? Looks interesting.
did some retopo and baking, and BAM my normals get switched up at the seams. i've been googling for hours and cant find much.
Did you mirror the normals and do they use the same uv?
looks like you are in maya? If your norms are on top of one another under metal ray find the option "maya derivatives" or "use maya derivatives" and that should work..maybe, I can't remember if it fixes it in the view port or not :poly124:
also i've seen your problem before on several projects of other people in my school, try using xnormal to bake the textures, that should solve a lot of your problems.
Mostly,i did add some of the highlights on the diffuse layer on to the spec to strengthen detail i want to pop out as for the brightness i dont really like to go too high on spec when it comes to materials that are not normally shiny like concrete and brick. although i might add more spec detail to the edges of the bricks to make em pop out a little more. As for the normals they are in the right orientation in max and when rendered in Unreal 3.
Here is the next asset for the scene i am working on, the door itself..
Crits: I think the dents/imperfections in your grills should be unique if possible. The repetition is noticeable.
I'm probably going to have a go-go boot wearing 60's-era chick in a catsuit or something like Cat Archer wears as the main character and she'll be riding a more period-correct motorcycle. The goons will, of course, be wearing black everything. The whole scene should look like it's taking place on the Venice rooftops.
Trying to get into 3D again. This feels like a good start. Learning Wings3D
The rendersetup at the bottom is provided by fra.
Only torso and head so far.
also this thread has some intresting techniques:
*drillerkiller :<3
*ptoing- good to see you posting here, been admiring your work on unit13 for a while now
So this is gonna be my final shot until I get more ram for this comp, onto the next project!
JasonLavoie: Nice progress on the fountain, I like all the subtle detailing you've got on it. New render shows it off a lot better too.
Another study for me. Asian face this time.
this is fantastic.
really solid looking. You should continue the theme!
very cool!
here's a little bugger i'm tinkering with, collab with conte