UPDATE: well im done for now. gonna work on some more stuff, ill probly shapren up this guy in photoshop when im getting ready to put my portfolio together:
Model and normals look great.
I think the diffuse and specular are rather ineffective. Why do you have all of that cloudy shading detail in the spec? I think baking ambient occlusion would make a lot more sense
I overlayed ambient occlusion in the color but i think I may have taken it off for the spec. Im definitly gonna work more on the spec, maybe increase the levels to give it more contrast. I also want to do more to the color map to really set the metal off.
HELP: I eventually want to do a turntable rotation but when i rotate the gun the textures go crazy. Is this because I haven't baked the texture?
I overlayed ambient occlusion in the color but i think I may have taken it off for the spec. Im definitly gonna work more on the spec, maybe increase the levels to give it more contrast. I also want to do more to the color map to really set the metal off.
HELP: I eventually want to do a turntable rotation but when i rotate the gun the textures go crazy. Is this because I haven't baked the texture?
thats mayas history in the mesh getting a bit confussssed, delete the history and or combine the mesh with a cube to fix.
could we see some different shots with no diffuse and a flat specular, i think you have some normal issues in there
yea there are a few normal issues that ive been combating for weeks, i ended up just saying screw it to move on to more stuff but heres the problem areas of the normals:
Hi man!
If you dont mind putting up a few elements for download (high and low of the problematic areas) we could investigate!
It should be rather simple to fix
No prob. Hopefully someone can figure it out, it seems to just be a baking problem in maya. Ive remodeled, reUVed, rebaked many times with the same results. Since its only a problem in like 2 areas i ended up painting over on and just leaving the other:
might need to increase the cage size when you're baking to fix that wtf area? Other areas might just need more geo to fix teh smoothing probs, or you could try making sure 'unlock normals' has been pressed, fixes up some buggy shading in maya sometimes... not sure why tho
nizza- tried that already with the wtf area. I tried everything I could think of even adding more geometry and it still does it. It truly is a WTF. Tried unlock normals as well and didnt seem to help, I dont see how i could need more geomtry on that slide area as it is a flat area, and on the other side it looks fine.
pior- Yeah i hardened the edges at 90 degrees and broke them apart in the UV map, definitly helped define some edges and fixe some things but it didnt work for those 2 problem areas. Oh well.
sorry for the double post but im trying to render in Maya with depth map shadows and getting awful pixilated results. Tried with shadow res set at 4096 and it was still like this:
ao on the grip bumps look a little too strong for me. i can't believe the bumps run right on the edges of that grove on the handle, so ugly like that /shrugs
NICE! Great to see someone else working on similar things as me.
Have you thought about putting it into an engine, like marmoset?
Also I had a lot more luck with Object space normal maps. Especially if you're going to be using unique coordinates.
I guess the bumps are kind of weird on the handle because you used photoshop to put them in? I made little spheres in Max and placed them on the handle physically, and just baked them out.
PROTIP: I'm not sure how other people feel about this, but I don't like to bake off a round piece into a octagonal low poly. It gives a weird artifact (example: the barrel on yours has little triangles at each vertex, where the circle didn't quite fit the octagon). Instead I make the high poly conform to whatever the low will be. So I would make the high poly 11 sided tube and then make the low poly 11 sided as well. I would be interested in knowing what other people think of this technique.
I would use Xnormal to bake everything.
There are some really cool things going on with that spec map.
Thanks dolemite, I think i may try baking out the spheres in 3d like u said instead of hand painting them in photoshop. I really dont know what the fuck i was thinking painting them, lol. I want to see this in an engine but im on a mac tho, so ill probly have to run paralells in order to run marmoset toolbag. Do Object space normal maps work in game? I remember hearing theyre not for objects that move around in space..
@Sir-knight- Walther logo wasnt on the end of slide in reference for this model, plus i like the streaks
hey cool stuff! Yeh I think if you modeled more out on future models it would pay off. Painting in normals I would only do for the "walther" logo and things like that.
Replies
I think the diffuse and specular are rather ineffective. Why do you have all of that cloudy shading detail in the spec? I think baking ambient occlusion would make a lot more sense
HELP: I eventually want to do a turntable rotation but when i rotate the gun the textures go crazy. Is this because I haven't baked the texture?
e:/ and whats with that smoothing Oo
http://www.gun-world.net/german/walther/p99/titanium.jpg
thats mayas history in the mesh getting a bit confussssed, delete the history and or combine the mesh with a cube to fix.
could we see some different shots with no diffuse and a flat specular, i think you have some normal issues in there
If you dont mind putting up a few elements for download (high and low of the problematic areas) we could investigate!
It should be rather simple to fix
pior- Yeah i hardened the edges at 90 degrees and broke them apart in the UV map, definitly helped define some edges and fixe some things but it didnt work for those 2 problem areas. Oh well.
Thanks for the help!
here are my light settings
and render settings
And of course any crits welcome!
Have you thought about putting it into an engine, like marmoset?
Also I had a lot more luck with Object space normal maps. Especially if you're going to be using unique coordinates.
I guess the bumps are kind of weird on the handle because you used photoshop to put them in? I made little spheres in Max and placed them on the handle physically, and just baked them out.
PROTIP: I'm not sure how other people feel about this, but I don't like to bake off a round piece into a octagonal low poly. It gives a weird artifact (example: the barrel on yours has little triangles at each vertex, where the circle didn't quite fit the octagon). Instead I make the high poly conform to whatever the low will be. So I would make the high poly 11 sided tube and then make the low poly 11 sided as well. I would be interested in knowing what other people think of this technique.
I would use Xnormal to bake everything.
There are some really cool things going on with that spec map.
@Sir-knight- Walther logo wasnt on the end of slide in reference for this model, plus i like the streaks
I think if it's not going to deform (like on a character) it's fine. That's what I'm told anyway
The ao on the grip bumps look too dark and make them almost look recessed, so i'd tone that down too.
i look forward to ur AK tutorial racer