It looks flat compared to your other renders
Printable View
It looks flat compared to your other renders
I agree. I think the details on the side of it look rather flat...
@Newbkilla:
There seems to be too much bloom/light.
Do you have a specular map? And if you do can we see it?
http://img195.imageshack.us/img195/5255/newbspec.jpg
Yea, there's the specular. All I did was take the diffuse and contrasted it using levels.
http://img504.imageshack.us/img504/5...slessbloom.jpg
The real dark image really shows the normal map, but for some reason, in the regular lighting, the normal hardly shows at all. In the second image, I toned down the bloom a little.
Final:
Up for voting if any of you have a DesignByHumans account
http://www.designbyhumans.com/vote/detail/59587
Better. Is there a reason you are keeping it so low poly? Did you use a dynamic light? Lastly, I'd try doing something really funky with the normal map and see if it distorts the model in the normal lighting. If there isn't any, then you know the engine isn't using normal maps for some reason. Otherwise, if it does, you just have to edit the normal/spec/diffuse to exaggerate the features more.
I wanted to keep it as low poly as possible, and for the fact my high poly model was almost like a box with exaggerated features. I'm new to Marmoset, that was my first render in it. I have set the normal map, but for some reason, the engine does a funky way of displaying it. I'll work more on it tomorrow, right now, I'm going to bed.
It's a door.
http://i79.photobucket.com/albums/j1.../doorblank.jpg
http://i79.photobucket.com/albums/j1...quin/door3.jpg
http://i79.photobucket.com/albums/j1...quin/door2.jpg
I've skinned it and made a basic diffuse map for it which I quickly whipped up. However in my renders there's white lines which are clearly visible connecting each panel of the door. They don't show up in 3DS' normal views or on the uvw map itself. Any ideas for what could be causing it?
Your unwrap. Your unwrap should have white lines, showing where each polygon connects, you're supposed to get rid of those before you start..
Different engines render normal maps differently, make sure you check to see what the different RGB orientations are for your engine. I know UT3's Green channel is inverted from Maya so if you have the same normal map in Maya and UT3 it will look differently.
Also, make sure your faces are all oriented so that up is up on your box. If you have upside down faces on your box's UV layout it will make the normal map look bad.
http://img38.imageshack.us/img38/2910/rendered.jpg
I got it to majorly pop out more in darker lighting, as shown, I edited it in photoshop using levels, I also like what the specular map did to it.
That would be the basis of my concept, lmao.
Actually, it's more as if the stock is against the shoulder and the shooter's head is hunched over and forward.
e.g.
http://img.dailymail.co.uk/i/pix/200...DM_468x367.jpg
Except not looking directly down the sights.
I'm fond of these origins typically because they give me a more visceral sense when firing.
fuck it.. grow up kids. I'll post work on another site.
Rephrase: If I add something to the gun that might not be known in real life, well, thats my problem. happy guys?
Teh lag is right. Also, I did keep it there, these guys brought it here lag. Big diff. :)
That's nice, how about you keep it there where it belongs instead of cluttering it up here?
(Conversation now over as far as this thread is concerned, it will not be discussed further in this thread.)
http://img269.imageshack.us/img269/9104/hammertimea.jpg
Quick sledgehammer I modeled and textured today. The angle looks like the handle of the hammer is getting smaller.
Make the head round.
Example:
http://clunkbucket.com/wp-content/up...dge_hammer.jpg
Also after looking at that picture. The hammer would look more real if you put wear on the side of the head like in this hammer.
I don't know, I was partially going off of this reference, and others on the internet. http://tiros.diinoweb.com/files/cg-p...Metal-Base.jpg
I would have to re-texture though, I cant add more sides to the s hammer without re unwrapping.
Will do about the sides though.
^ preserve UVs ftw.
http://img267.imageshack.us/img267/7199/ut3light.jpg
http://img357.imageshack.us/img357/7236/lightuv.jpg
Ignore the silly lighting, I put a light inside there to just light up the inside of it (it's a light anyhow, there should be light coming from there :P)
The plane to the left of it all is just a pane of glass that will be covering the main part of the light, this is going to be going into UT3 for my scene.
1718 Tris
http://img176.imageshack.us/img176/6...rsrendered.jpg
I don't nearly like this one as well as the other ones. This is yet again, a box, maybe I should start doing more high poly unwraps...
Lockers don't normally have knobs :saddowns:
What is that left hand bottom corner 'watermark' type thing I see? Also, sledgehammer is nice. Can't really be simple enough there. Looks like a sledgehammer should look, or would. I like the geometric octagon more then a cylindrical end. Less tricount and overall looks sexier.
Is that normal map painted?
The ones at my school have hooks, reminds me every time when I last got my tetanus shot.
I suggest you make a height map. An occlusion map is nothing close to a height map.
Newb, you should do some more.... challenging unwraps. I think you got a basic understanding of it. Still more to learn.
I still need to learn too:smith:
i tried to do sci fi for once, im going to go ahead and texture it if I can get some healthy advice.
What else should I add to it? suggestions please!
http://i148.photobucket.com/albums/s...ORRIGHTNOW.jpg
http://i148.photobucket.com/albums/s...HEDARKNESS.jpg
EDIT: its a wall btw for an industrial like building
It looks too "important" to be a simple industrial wall. Maybe a handle to reveal a little control panel?
Killer:
http://www.modacity.net/forums/showp...&postcount=131
most of the stuff i said there also go for your wall thingy.
as for hunter and your locker: what's the purpose of doing anything highres if you're not going to see anything more than a pixel or 2 of it.
you've got to keep in mind your texture resolution when you want to bake shit. those little bolt thingies won't even be the size of a single pixel, and your edges of the door won't even be as wide as a single pixel.
your edges are so sharp you won't see anything of a smooth edge on your normalmap because they're less than a pixel
you can build that thing in 'high res' with 250 polygons and you'd get the exact same result (propably better result even) if you were to bake it down.
now ask yourself, how long it took you to highres that, and how long it'd have taken you is you just built a 250 poly model for that and baked it down.
then there's also the nametag thing at the top (i guess it's a nametag)
if you knew how normalmaps actually worked, which you obviously don't, and looking at wikipedia doesn't count, you should be aware that normalmaps only store surface direction, and not depth.
now since that nametag is nothing more than a simple extrude (height information only) you won't see a single thing on a normalmap (unless your cage sucks and you get a misaligned projection.
in fact, that's propably the only thing you SHOULD have highressed on the entire thing, yet it's the only thing you didn't apparently. (and if you did, you'd propably have given it such sharp edges that it'd be only 1 pixel wide.)
you used INDIRECT lighting information to render out surface direction? :3
i'm not really quite sure what to say about that, besides it being impossible.
sure, crazybump makes a nice looking normalmap out of anything it eats, but the normalmap it gives out makes absolutely no sense whatsoever. if anything, it would make your object look all lumpy in fact, your object look exactly like something crazybump would spit out when you put something that makes no sense into it. you can turn a heightmap into a normalmap, or you can use geometry to bake a normalmap or you can paint them by hand, but you can't put an ambient occlusion map and craybump it into a normalmap. it just doesn't work that way.
Not everything I make is going to be baked now. :/
But I do understand what you mean. I was going to use a blended box map and try texturing it as it is. See how that goes. I wanted to see how this would work out for me. Though I should have modeled in a few dents in the metal or something. Also I was trying to model in the text on the label using this method. Didn't work out... Any other way to do it?
photoshop
you don't model in dents, you add those in photoshop.
learn your words. 'geometry'. i'm assuming you're referring to the fact CE only shows normalmaps on level geometry, yes, but a vehicle and a tree are also geometry. go wikipedia the word or something.
as for the modelling, i'm referring to that locker he made, and the next-gen creation process in general.
it takes 2 minutes to paint a little dent-heightmap in photoshop and turn it into a normalmap and overlay it (half the blue channel) than it would take to model a realistic looking dent into your geometry (depending on how fast you work and the resolution ofcourse)
you're both stupid.:realsmug:
I've been noticing a lot of people just starting to learn the next gen modeling process and using it in all the wrong applications. It's nice you all learned how to Subdivide but perhaps using in a situation where a normal map would be of better use would give you better practice.
No, You can just paint dents in photoshop like you would a displacement map. But you can then use the nvidia normal map plugins and render out a normal map and just add it to your old normal map. There are a few photoshop actions to do this or you could just do it manually.
When you open your unwrap, it has the edges showing where each polygon is. When you start texturing a part, I usually paint it white, so I can easily select an area, and create a new layer to begin texturing. When you fill in the unwrap, usually grey, it fills to a white, (edge color as well) And leaves no lines.
http://img9.imageshack.us/img9/1146/wacomvector.png
Vectoring the Wacom Tablet to use as icons and stuff. Still have the pen to do.
I would change the "wacom paintings" to "digital paintings" and the "digital art" to something else. That's a broad spectrum though, digital art could mean a few things. What are you going to put there? 3d stuff, or like graphic design stuff?
Looks nice but somehow its plain.
I'm gonna put anything that I don't make with my wacom in the digital art category, that's why it's so broad. See this: http://derekdennison.daportfolio.com/
Did the pen:
http://img32.imageshack.us/img32/1146/wacomvector.png
It's supposed to be nice and simple.
That worked, thanks very much :neckbeard:
http://i79.photobucket.com/albums/j1...in/door2-1.jpg
Something about the buttons on the side bothers me... It looks fine otherwise, though.
You forgot the little scroll fingertip things next to the buttons.
I was thinking that con.
The buttons are ugly.
Working on a model of Metal Gear Rex to place in my Gmod map. Done the top of the head so far:
http://i79.photobucket.com/albums/j1...nquin/OMG3.jpg
http://i79.photobucket.com/albums/j1...nquin/OMG4.jpg
here's some ref for you :3
http://i623.photobucket.com/albums/t...tuff/rex03.jpg
http://i623.photobucket.com/albums/t...tuff/rex04.jpg
:shocked: You make us all look like amateurs... Lol.
...that's probably because we are all amateurs, and he's a professional. <_<
oh it's not mine, i just thought i'd post it up here for reference for him :3
that aside though, it woudn't even be that hard for me to build that, it'd be a nice thing to work on, awesome design :P.
(also what flyingrooster sais)
True True :)
I can't believe I forgot about that when there's one sitting right at my desk here. I'll work on the buttons and add the sliders later.
http://img22.imageshack.us/img22/5671/previewyvf.png
It's hard for me to tell how this will look on most peoples screen since I'm not home right now.
Holy shit that metal gear ref is hot.
That looks like you took parts, or at least used some reference, from the Berserk Führer
He didn't make it.
Ah, but still. Some parts look similar
Could say I was inspired to add additional detail :haw:
http://i79.photobucket.com/albums/j1...nquin/OMG5.jpg
Reminds me of the Star Wars Clone dropship thing, seems kinda basic though.
Dragon, that looks like the one I had! It was a 24 inch one. I brought it back because I didnt know how to use it. :(
It's not a fighter, it's the 'head' of a mech, specifically this mech:
http://images3.wikia.nocookie.net/me...talgearrex.jpg
I'm not going for a perfect replica, I'm adding my own personal details to it.
Yeah, long story short... when designing things, especially bipeds... add detail SLOWLY.
Get the entire model perfect in low poly... then add more... then add more... then add more.
If you add detail before you model is perfect, you'll need to move that many more vertexes to get it right... compared to doing it right from the start.
***
What I do is I get my model to match a silhouette of its intended (reference) shape... before I do ANYTHING else.
Luckily I got to use a wacom tablet for a full week at camp before I bought one for myself, it just takes a bit of getting used to. All i have is the 11x6 widescreen version.
I put the .ico files up btw - http://avpdragon.deviantart.com/art/...cons-130544209
Im working on my own futuristic tank. Im just modeling stuff, and adding onto it. Yet, it feels as if the barrels are missing something. Any suggestions?
http://i238.photobucket.com/albums/f...y/frontgun.png
Well it really depends on what it's firing. If it's a laser, it can look crazy, but if you're looking for it to shoot tank shells, then, well, you're going to have to be accurate. Which I mean, sucks, because barrels on tanks are usually rather bland.
tubes going into the barrel?
looks rather silly honestly, look at some real tanks, and see how the barrels are fitted to the tank-body, and build a similar system, it'll instantly look ALOT better than when you stick it into a hole, prettymuch what you did.
also a tip: separate your 4 barrels into 2 pairs of 2, it'll look alot more balanced and alot less copypaste.
Adjusting the lengths usually never hurts either.
It shoots laser's becuase it its in the future and stuff, thats why I have the big wires attached to the barrels. Also I will go look at some references. But is there anything else I should add? Still seams a bit empty for some reason, maybe that's just becuase its not done... I don't know.. Ill take your guy's advice though.
Pretty neat.
http://img248.imageshack.us/img248/3984/p90l.jpg
As you can probably already tell what it is, if not, it's a p90.
I see your trying to do some sub division right?
I see you mesh smoothed/turbo smoothed it. It looks as if it has to many irritations for some of the parts in it, for example, the trigger dosent need to be so round.
The front or side?
http://world.guns.ru/smg/fn_p90_1.jpg
parts near the trigger (the grip and trigger), don't look like there following that ref very well. The rest looks fine now that you show me that.
Done:
Render by Dee.
Model By Joshflighter.
Early pics of the wip:
http://www.scifi-frontier.com/Forum/...php?f=33&t=198
:golfclap: +rep
the cage around the missiles looks like it could use some more triangles. Still good work on everything else!
I could have done better with the render if my PC didn't fuck its self. :<
nice job
looks pretty good!
Where's the driver hatch? Vehicles like that almost always have a driver's hatch at the front for more convenient driving in non-battle situations. Also, I spy a smoothing error at the front.
Would be nice josh if you [shot] tagged them. Needs driver stuff then its all good.
Oh I'm not quite finished with the h3 spartan shadering and such.
Tell me what you think.
E: The h3 spartan looks so out of place like bob said. Only reason why is that I don't have a beta rips of a BSP, if I did have rips of a bsp with the bitmaps then the h3 spartan wouldn't look so out of place.