Today I tried to make something thats a tad more realistic than my previous work.
Critz and comments would be really appreciated as its my first real try at a realistic piece and my first real attempt at using photos for the texturing. Diffuse and normals are 1024x512, the specular is 512x256. The model is presented to you in 3dsmax using Xoliuls shader version 1.5
@Maze thanks for the comment, it is actually a concrete bollard, so all of that stuff at the bottom is the support that goes into the ground, and that soily bit is some ground that has been lifted up. As for the resolution, i agree, but i simply cant go any higher, im at 2 mil now, and at the moment i am only running 2gb of ram, so i think an upgrade is in order.
@MR_Verkerk : Looks like a good start but those tiles that get bent around the corners look very very weird, they'd be sliced at the edge. Take a look at reference and try to apply these subtle details to your textures, especially when using photos.
@MR_Verkerk : Looks like a good start but those tiles that get bent around the corners look very very weird, they'd be sliced at the edge. Take a look at reference and try to apply these subtle details to your textures, especially when using photos.
Thanks for the feedback, I'd think im done with this one:)
I straightened out the edges, replaced the concrete with a less contrasted version, removed the seam through the middle of the columns, removed a lot of noise from the normals map and made the difference between the 2 tile orders a bit more separated. Hope you guys like it:)
Actually that's not what I meant, you now have a whole line of tiles bending over the corner, tiles don't bend like that, they're made of porcelain and would break before even beginning to look like this. Check how tile filled walls and columns behave on corners:
Tiles have to be cut accordingly to fit, you can't have tiles simultaneously on two different planes. Maybe you're confused by brick corners which don't have a seam between planes, but that happens because the brick has more volume and are placed on the very corner so two different sides are being shown.
Well, not entirely about the corner tiles. There are round-cut tiles that mold to rounded surfaces. The only difference being that they usually aren't full tile size, generally more quarter-tile sized at most.
hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.
Actually that's not what I meant, you now have a whole line of tiles bending over the corner, tiles don't bend like that, they're made of porcelain and would break before even beginning to look like this. Check how tile filled walls and columns behave on corners:
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Tiles have to be cut accordingly to fit, you can't have tiles simultaneously on two different planes. Maybe you're confused by brick corners which don't have a seam between planes, but that happens because the brick has more volume and are placed on the very corner so two different sides are being shown.
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Well actually as it is now it fits my reference. apparently there are tiles specially shaped to fit such corner pieces. These days there are always exceptions to these sort of things:)
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.
when you say turn down the size to .5 what do you mean?
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.
Thats actually the worst way of doing shaded wireframe shots...considering this is a game-artist board, the best way might be doing a screenshot with a realtime shader or from an engine...if you insist on rendering it, use a composite material (3ds Max) with a wire Material in the second slot...no need for a copy of the model and the wires will be accurate, too...
ocarian: is there a reason why you don't have any brightness variations in there? painted in shadows? the only thing I can clearly see are the folds on the shirt
Going to add trash, posters, lights and a trashcan. Also going to remove the grate on the right. and Have a staircase on the end of the corridor going either up or down, not sure which one yet.
Awesome, what Davidson said about the teeth, great proportions!
Failed at getting anything into torchlight so went back to what I know, and started playing around with some banal sci-fi chunks for another 2k4 w00t map.
Anyone else noticed random black faces on meshes? They were pretty much vertex edited cubes, and yet some of the faces when rendered to texture came out black. Mighty odd.
Wish I'd have know about creating collision primitives in max a few years ago, SO cool to choose where you want the collision to be via your own convex hulls.
WIP of a Jeep I'm working on. Don't have any/many vehicles in my folio, so I decided to do something up over the next day or so. Got a long ways to go yet before the HP is done, and then begins the low...
Song selection for an Iphone rhythm game I'm thinking about. I had all the mechanics working in flash and was planning on using that but I scrapped that idea in light of apple's attitude towards flash. Going with the less dangerous option of unity which gives me 3d support for neat stuff like this 3d menu. This was rendered in max but isn't using any features outside the scope of unity. The album covers are just some random ones I found on google.
ocarian: Nice Wakfu Iop Character , just finished the series yesterday, it ended very sadly in my opinion (poor grovy)
Neox: Hot as always
Rest of you : Awesome!
Here's proof I still do stuff! For reals!
Whats it for I wont say Thats a S-E-C-R-E-T
That looks great, I've been seeing a lot of good wear and tear battle damaged stuff recently which looks like it's been done in zbrush, any tutorials or tips on how to get that look?
Replies
I'll have to try next time.
Critz and comments would be really appreciated as its my first real try at a realistic piece and my first real attempt at using photos for the texturing. Diffuse and normals are 1024x512, the specular is 512x256. The model is presented to you in 3dsmax using Xoliuls shader version 1.5
Thanks for the feedback, I'd think im done with this one:)
I straightened out the edges, replaced the concrete with a less contrasted version, removed the seam through the middle of the columns, removed a lot of noise from the normals map and made the difference between the 2 tile orders a bit more separated. Hope you guys like it:)
Tiles have to be cut accordingly to fit, you can't have tiles simultaneously on two different planes. Maybe you're confused by brick corners which don't have a seam between planes, but that happens because the brick has more volume and are placed on the very corner so two different sides are being shown.
Diffuse texture:
http://dl.dropbox.com/u/202612/polycount/tracks_d.jpg
I have to finish diffuse texture and make a specular. I'm thinking about mixing some normalmap details in Crazybump too.
Brick can be rounded too,
The way that I do it is to make a copy of your model, and apply a material with wires turned on. Turn the diffuse color of that material to black, and turn down the size to something like .5. Then, apply a push modifier on the copy, push it to .1-.25, and viola... Your render will now show wires over the model.
It could easily be an outside rounded corner tile:
http://www.biofireinc.com/images/Rounded-Corner.jpg
http://lh5.ggpht.com/_Dpo1Ylcj1QE/R8Nvk3mS5bI/AAAAAAAADkA/cFsf8uODkjc/IMG_4125.jpg
wheel for a my truck.
Well actually as it is now it fits my reference. apparently there are tiles specially shaped to fit such corner pieces. These days there are always exceptions to these sort of things:)
Actually they're supposed to be concrete ties. They use them in Europe.
http://en.wikipedia.org/wiki/File:08_tory_railtrack_ubt.jpeg
Here are my tiling rails. I pretty happy with the rails but the wood-texture needs more work.
when you say turn down the size to .5 what do you mean?
*edit* never mind think i found it thanks
I like the size of the teeth compared to the size of the eyes a lot!
nice Neox...you win the day!
Thats actually the worst way of doing shaded wireframe shots...considering this is a game-artist board, the best way might be doing a screenshot with a realtime shader or from an engine...if you insist on rendering it, use a composite material (3ds Max) with a wire Material in the second slot...no need for a copy of the model and the wires will be accurate, too...
I really love this character
Finish model
Keep up all
ocarian: is there a reason why you don't have any brightness variations in there? painted in shadows? the only thing I can clearly see are the folds on the shirt
ocarian: really like the silhouet and colors
been painting some more, trying to come up with some fun designs
Going to add trash, posters, lights and a trashcan. Also going to remove the grate on the right. and Have a staircase on the end of the corridor going either up or down, not sure which one yet.
this is so cool I want one!!!!!!
Awesome, what Davidson said about the teeth, great proportions!
Failed at getting anything into torchlight so went back to what I know, and started playing around with some banal sci-fi chunks for another 2k4 w00t map.
Anyone else noticed random black faces on meshes? They were pretty much vertex edited cubes, and yet some of the faces when rendered to texture came out black. Mighty odd.
Wish I'd have know about creating collision primitives in max a few years ago, SO cool to choose where you want the collision to be via your own convex hulls.
I dunno, this one is kinda fun.
I had to do a lot of train track stuff some time ago and I really struggled with the ballast, but yours looks great! it's very brown though
Its a part of my character Pandaboi where he gonna do some move.
Gonna complete the texture set soon (Spec, Normal, Gloss, etc).
_Revel
ocarian: Nice Wakfu Iop Character , just finished the series yesterday, it ended very sadly in my opinion (poor grovy)
Neox: Hot as always
Rest of you : Awesome!
Here's proof I still do stuff! For reals!
Whats it for I wont say Thats a S-E-C-R-E-T
That looks great, I've been seeing a lot of good wear and tear battle damaged stuff recently which looks like it's been done in zbrush, any tutorials or tips on how to get that look?