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Hard Surface WIP's

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lobsang rampa
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Post by boyluya Fri Mar 12, 2010 11:15 pm

First topic message reminder :

Hello CGP peeps. Tagal ko nang hindi ngpo-post dito. I recently switched to max last feb and started doing hard surface stuffs. It's based from a concept by Nick Carver. The high poly is almost finished, may nakalimutan lang ako na i-model like the lights and the gas tank sa likod ng driver seat. I still have to do the low poly and textures pag may time. Anyway, here it is. It's just a simple scanline render and yep I intentionally rendered it with turbosmooth off(ang tagal mg-render pg nka-on). Post ko un render na naka-smooth later din.

**edit: updated the high poly renders

Hard Surface WIP's - Page 2 Driller_highpoly

Hard Surface WIP's - Page 2 Driller_wires


Last edited by boyluya on Mon Mar 29, 2010 4:23 am; edited 2 times in total
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Post by v_wrangler Tue Mar 30, 2010 4:37 am

I do remember you. And I do remember well.

Nice models bad thing is - cg stuff is not just about modeling, unwrapping, or texturing. It's about putting your foot forward, saying what you mean and meaning what you say.

I'd give you thumbs up for the modeling and the wraps - for just about it. Nothing else.

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Post by boyluya Mon Apr 12, 2010 12:51 am

Thanks guys!

Update sa driller thingy! Finally nai-turn ko na siyang low poly, na-unwrap yun uv's and na-bake ko na yun normal map nya. Sa ngayon yun game-rez is about 25k triangles which is pretty high pero I don't want to sacrifice the silhouette so I'm sticking with the tricount. Yun unang set of images screengrab sa marmoset and yun second sa 3dsmax viewport with directx shader ksma yun wireframe. Don't mind the AO for now, may mga errors sa bake eh. Still have to fix it in photoshop. Now time to texture this.


Hard Surface WIP's - Page 2 Driller_marmo

Hard Surface WIP's - Page 2 Driller_max
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Post by reyknow Mon Apr 12, 2010 7:23 am

ganda nito tol, yung 25k tris nmn tingin ko justified kasi malaking prop sya eh. pano nga pala itsura nung UV layout mo dito? interested ako kasi naghahanap ko ng paraan pano gawin yung overlapping na normal map.
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Post by boyluya Mon Apr 12, 2010 9:56 am

reyknow: yeah, sure dude. eto un layout..

Hard Surface WIP's - Page 2 Uv_layout-1

pra mas madali basahin eto un ao map..

Hard Surface WIP's - Page 2 Driller_AO-1

Medyo magulo talaga i-unwrap pag madameng hard edges sa low poly, kelangan kc i-split or i-break yun uv's nila pra ma-bake ng tama un normal map, unlike kapag sa mga organic like ng characters na as much as possible dapat one uv island lng pra ma-avoid un seams. Tingnan mo tong uv layout ng gawa ko dati na character, konti lang yun uv islands.

http://3.bp.blogspot.com/_snIFN3Tdk5U/Srxoc0WZ0yI/AAAAAAAAAJk/z5JcM_xYRWI/s1600-h/texture_maps.jpg


Saan mo pala gagamitin un overlapping?
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Post by lightfoot Mon Apr 12, 2010 10:34 am

ayos to! waiting for the final output mo
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Post by boyluya Tue Apr 13, 2010 8:07 pm

Started texturing last night. Laid out the base colors and did some works on the mid part (those claw-like things that do the drilling, dunno what is called).

Hard Surface WIP's - Page 2 Driller_texturing01
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Post by reyknow Tue Apr 13, 2010 10:30 pm

dati pa kasi ko naghahanap ng efficient na paraan para mag overlap ng uvs without revealing the seams. example yung sa character mo sa link, gusto ko sana gawin eh mirrored yung uvs pero di masisira yung tangent space normal map. kasi pag ginawang mirrored, either lumalabas yung seams or magflip yung normals.

annyway ganda ng colors. wala nmn ata ibang magandang color scheme sa construction equipment kundi yellow at black Very Happy siguro contribute ko lang eh lagyan ng tatak? yung parang meron tatak ng caterpillar sa baba
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Post by Canadium Tue Apr 13, 2010 11:04 pm

Without a doubt, you really have impressive skill & talent in your chosen specialty!
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Post by boyluya Tue Apr 13, 2010 11:35 pm

Canadium: Thank you sir, hindi naman po masyado. Very Happy

reyknow: Ang alam ko kasi depende kung saan mo gagamitin un normal map, kung sa maya ba or max, udk o kaya marmoset, etc. O kaya king ire-render mo ba sya sa mental ray or vray. Iba-iba kasi ata ang tangent space nila eh. Like for example sa max viewport, puwede mo lagyan ng symmetry modifier ok na, hindi na mahahalata yun seams. Pero pag inexport mo sa udk, kitang-kita yun seams.

Basics pa lang din alam ko sa normal mapping eh. Kapag may problem ako nai-encounter nagpopost ako ng help dun sa polycount forum. Refer ka na lang dito sa site na ito dame info about normal map http://wiki.polycount.net/Normal_Map.
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Post by boyluya Thu Apr 15, 2010 3:03 am

Update on the diffuse texture. Very Happy

Hard Surface WIP's - Page 2 Driller_texturing02
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Post by Norman Thu Apr 15, 2010 3:10 am

ayos boy!!!!hehe..parang kasama yan ng mga constructicons ha....stig

tutorial na naman dyan!!!!
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Post by lobsang rampa Thu Apr 15, 2010 3:12 am

galing!
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Post by nahumreigh Thu Apr 15, 2010 3:43 am

ayus master... i can imagine how the whole thing works... gears turning and all Very Happy
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Post by reyknow Thu Apr 15, 2010 4:06 am

galeng tol thumbsup koting dirt nalang sa gulong at ibang parts tapos ayos na Very Happy
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Post by boyluya Fri Apr 16, 2010 10:02 pm

Thank you guys! Update uli sa diffuse map. Malapit na siguro matapos.

Hard Surface WIP's - Page 2 Driller_texturing04
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Post by reyknow Fri Apr 16, 2010 11:20 pm

hanep! 2thumbsup
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Post by aasm271 Fri Apr 16, 2010 11:38 pm

very nice sir.Smile
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Post by boyluya Sun Apr 18, 2010 10:09 pm

Thanks you again guys! Siguro I'm calling this one done. Tingin niyo?

All are screenshots of realtime render inside marmoset engine.

Hard Surface WIP's - Page 2 Driller_quarter-1

Hard Surface WIP's - Page 2 Driller_side-1

Hard Surface WIP's - Page 2 Driller_front-1

Hard Surface WIP's - Page 2 Driller_back-1
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Post by 3DZONE Sun Apr 18, 2010 10:35 pm

pwede na tong ilagay sa final stage gallery natin....ganda ng texturing...saktong-sakto... Hard Surface WIP's - Page 2 808695
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Post by reyknow Mon Apr 19, 2010 1:10 am

2thumbsup aprub!
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Post by boyluya Mon Apr 19, 2010 8:14 am

Thanks sa response guys! Hindi pa ata tapos to. Dame ko nakuhang opinions dun sa polycount like turning the saturation up a bit and work a bit more on the specular map. Very Happy
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Post by boyluya Wed Apr 21, 2010 3:40 am

Ok, final update na siguro to sa driller thingy. I turned the saturation up a bit and used a colored specular map. I'll be putting this into udk for the final presentation kasi hindi talaga makakuha ng decent shadows inside marmoset. Pero di pa siguro ngayon, have to do other things. Thanks ulet sa help! Very Happy

Hard Surface WIP's - Page 2 Driller-2
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Post by aasm271 Fri Apr 23, 2010 12:47 am

excellent sir Smile
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Post by reyknow Fri Apr 23, 2010 5:53 am

wow! 2thumbsup ganda tol!
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Post by keitzkoy Fri Apr 23, 2010 6:00 am

hanep sir pang-hollywood mga gawa niyo 2thumbsup
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Post by boyluya Sun Apr 25, 2010 8:19 am

Thank you guys!

Btw, this driller model was featured in a tutorial by Laurens Corijn from Polycount on how to setup the latest update of his famous direct X shader, also knwon as "Xoliul shader" in 3ds max. Here's the link of the tutorial. Very Happy

http://www.laurenscorijn.com/shadersetupvideo2

Here's how it turned out.

Hard Surface WIP's - Page 2 Boyluya-driller-shot1-700x351
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