Here is pretty much the final normal and ao bake for the scope.
I am planning to use a 1 k on the scope and a 2048 x 4096 for the rest of the body, reason for separating the scope from the gun, is for more detail if viewed up close when aiming and if it is to be replaced with another scope.
What have I learned? I will need to check my mesh for problems before starting to bake, had to go back and clean up my mesh a few times :P
Your bake is awesome! :thumbup:
Can you post a pic with were you put UV Seams? Seeing as its hard surface and marmoset, I assume you have a ton of them?
Thanks everyone
Computron: Thanks, you end up with quite a few uv seams to make the normals display properly, I put up a image for you where all the white lines are my uv seams
chrisradsby: Glad you like it, more work is to be done on the spec, you are right about it needing some reflections I will tweak my settings in toolbag and see what I come up with.
Love the new textures. Looks a lot more metal now. Could you explain the UV seams though? It's always nice to get an artists' definition of something, than just the typical dictionary version.
Love the new textures. Looks a lot more metal now. Could you explain the UV seams though? It's always nice to get an artists' definition of something, than just the typical dictionary version.
Since he is rendering inside of marmoset, he has to do some clever lay out of his UVs and smoothing groups because the way marmoset calculates the normals is different from the way the program he bakes with calculates them. (actually every program IIRC)
Since he is rendering inside of marmoset, he has to do some clever lay out of his UVs and smoothing groups because the way marmoset calculates the normals is different from the way the program he bakes with calculates them. (actually every program IIRC)
leleuxart: Thanks, this is with the spec on still have the gloss map to go
Computron: Sure thing, this is the maps combined I have 2 seperate maps for the rifle and scope.
Model weights in at 7950 tri's, using 2048 x 4096 for the rifle and a 1024 x 1024 for the scope.
Thanks to everyone for all the great critcs, I learned a lot from doing this model.
Slick work man! Really killer work. Only things bothering me are the scratches really. They seem a bit fat... and maybe you could grunge up the front grip a bit. As dirty as everything is that particular spot seems a bit untouched.
Lephenix: Thanks a lot
jeremiah_bigley: Thanks, You are right about the scratches being to thick in places and I have no idea why I did not dirty up the front grip more.
Zelenkov: Thanks for the kind words, I'll keep trying my best
As some of you might know, I am doing some weapon work for overdose. Take a look http://www.polycount.com/forum/showthread.php?t=94037&page=7
But still I want to try and finish personal projects and do some other things, been texturing this today that I started a while ago.
Hey, again folks.
I am about to show you a failed project a scene I started doing a few months ago, main reason it failed cause I had no idea or plan on where to go with it.
This is also to show I am trying to work on my worst parts, that I consider would be finishing work and building whole scenes. :poly117:
Any tips or suggestions that can make me take up the scene again would be really cool
Nice work on the lighting, however, think about that you're having a shade on that light bulb essentially "aiming" the lighting downwards. In these mining tunnel they sometime use flood lights, maybe do something cool with that as well?
Now put some focus on the green crystals, emphasize that in the lighting! Obviously people mine those green crystals , what are they and what effect do they have on the environment? I remember some movie that had "Organic crystals" growing inside caves, like moss in damp environments.
Maybe some fog "myst" and particles?
Use more supportive pillars and see if you can find a nicer angle to use for this shot.
Good work so far but don't get lazy with the composition!
Great improvment! Pretty much everything that Chris said!
You should play around with the shader for the crystal and you could place a small light underneath it to fake caustics. Maybe leave traces of mined crystals in the wall, just some glimmering.
Update time Still some to do.
And chris is you care to go into more detail about the camera angle that would be nice
I have changed it every 5 min since I started the scene :P
Wooh, this thread has reached 200 replies(mostly me I guess), Hoping to carry on for a few hundred more.
Another update hoping I am heading the right direction, tried to get it less green and change the camera angle.
Replies
I am planning to use a 1 k on the scope and a 2048 x 4096 for the rest of the body, reason for separating the scope from the gun, is for more detail if viewed up close when aiming and if it is to be replaced with another scope.
What have I learned? I will need to check my mesh for problems before starting to bake, had to go back and clean up my mesh a few times :P
cant wait to see how the textures come out
Just started texturing, been blocking out the colors, if anyone has any gun texture tips, that is well appreciated
I have to thank Eliott Lilly for the color design, from one of the concepts he did for f.e.a.r 3
Progress have been slow lately I hope to get back on speed, this is a really small update on the texture.
You don't like the lcd texture?
Little update, got carried away playing with the dof settings in toolbag xD
I am a bit stuck on what to do next, hope I figure it out :P
http://i.imgur.com/BKzAM.jpg
Can you post a pic with were you put UV Seams? Seeing as its hard surface and marmoset, I assume you have a ton of them?
Computron: Thanks, you end up with quite a few uv seams to make the normals display properly, I put up a image for you where all the white lines are my uv seams
chrisradsby: Glad you like it, more work is to be done on the spec, you are right about it needing some reflections I will tweak my settings in toolbag and see what I come up with.
Trying to do some more work on the textures, hope it is going in the right direction
Really liking the black metal on the scope casing, add that level of detail on the other sections.
Since he is rendering inside of marmoset, he has to do some clever lay out of his UVs and smoothing groups because the way marmoset calculates the normals is different from the way the program he bakes with calculates them. (actually every program IIRC)
Here's a very thorough polycount wiki article for it.
Computron: No problem, cool that you like the metal and thanks for explaining about the uv seams
Another update I am closing in to getting finished with this, texturing critics are very appreciated
Thanks for that! I'll read up on the link.
Stromberg, loving the new details, with the spec I assume?
Computron: Sure thing, this is the maps combined I have 2 seperate maps for the rifle and scope.
Hoping to wrap this up soon
Update, been working on my textures using Xoliul shader 2 now, have a few more things to fix hopefully not more than some tweaking.
Concept made by Elliot Lilly for f.e.a.r 3, http://www.eliottlillyart.com/
Model weights in at 7950 tri's, using 2048 x 4096 for the rifle and a 1024 x 1024 for the scope.
Thanks to everyone for all the great critcs, I learned a lot from doing this model.
SDK, I could learn so much.
Computron: Sure thing, I zipped up the model and textures for you or anyone else who wants to take a look
http://dl.dropbox.com/u/1506599/Assault_Rifle_SDK.rar
:poly128: :thumbup:
Hope you do share yours when you are done
jeremiah_bigley: Thanks, You are right about the scratches being to thick in places and I have no idea why I did not dirty up the front grip more.
Zelenkov: Thanks for the kind words, I'll keep trying my best
As some of you might know, I am doing some weapon work for overdose. Take a look http://www.polycount.com/forum/showthread.php?t=94037&page=7
But still I want to try and finish personal projects and do some other things, been texturing this today that I started a while ago.
A mock-up concept I did when I started with it.
Ended up with 4,088 tri's 3 x 2k textures and 2 x 512 textures.
I am about to show you a failed project a scene I started doing a few months ago, main reason it failed cause I had no idea or plan on where to go with it.
This is also to show I am trying to work on my worst parts, that I consider would be finishing work and building whole scenes. :poly117:
Any tips or suggestions that can make me take up the scene again would be really cool
This is from udk.
Now put some focus on the green crystals, emphasize that in the lighting! Obviously people mine those green crystals , what are they and what effect do they have on the environment? I remember some movie that had "Organic crystals" growing inside caves, like moss in damp environments.
Maybe some fog "myst" and particles?
Use more supportive pillars and see if you can find a nicer angle to use for this shot.
Good work so far but don't get lazy with the composition!
You should play around with the shader for the crystal and you could place a small light underneath it to fake caustics. Maybe leave traces of mined crystals in the wall, just some glimmering.
Keep it up1
I will incorporate what you have suggested, aiming for a update tonight
chrisradsby: I will try and get a good composition going, I find that part really hard though but we'll see
sltrOlsson: Will definitely work on the crystal shader and have some crystal traces in the wall
And chris is you care to go into more detail about the camera angle that would be nice
I have changed it every 5 min since I started the scene :P
Another update hoping I am heading the right direction, tried to get it less green and change the camera angle.