Hard Surface WIP's
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lobsang rampa
Canadium
lightfoot
v_wrangler
effreymm
fpj999
reyknow
LadiesMan217
bullet_1984
vinc3nt12
Norman
donskiekong
romanredice
boyluya
18 posters
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Hard Surface WIP's
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
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
Last edited by boyluya on Mon Mar 29, 2010 4:23 am; edited 2 times in total
Re: Hard Surface WIP's
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.
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.
Re: Hard Surface WIP's
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.
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.
Re: Hard Surface WIP's
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.
Re: Hard Surface WIP's
reyknow: yeah, sure dude. eto un layout..
pra mas madali basahin eto un ao map..
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?
pra mas madali basahin eto un ao map..
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?
Re: Hard Surface WIP's
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).
Re: Hard Surface WIP's
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 siguro contribute ko lang eh lagyan ng tatak? yung parang meron tatak ng caterpillar sa baba
annyway ganda ng colors. wala nmn ata ibang magandang color scheme sa construction equipment kundi yellow at black siguro contribute ko lang eh lagyan ng tatak? yung parang meron tatak ng caterpillar sa baba
Re: Hard Surface WIP's
Without a doubt, you really have impressive skill & talent in your chosen specialty!
Re: Hard Surface WIP's
Canadium: Thank you sir, hindi naman po masyado.
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.
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.
Re: Hard Surface WIP's
ayos boy!!!!hehe..parang kasama yan ng mga constructicons ha....stig
tutorial na naman dyan!!!!
tutorial na naman dyan!!!!
Norman- CGP Expert
- Number of posts : 3228
Registration date : 21/06/2009
Re: Hard Surface WIP's
ayus master... i can imagine how the whole thing works... gears turning and all
Re: Hard Surface WIP's
Thanks you again guys! Siguro I'm calling this one done. Tingin niyo?
All are screenshots of realtime render inside marmoset engine.
All are screenshots of realtime render inside marmoset engine.
Re: Hard Surface WIP's
pwede na tong ilagay sa final stage gallery natin....ganda ng texturing...saktong-sakto...
3DZONE- Cube Spinner
- Number of posts : 3834
Age : 48
Location : Abu Dhabi U.A.E.
Registration date : 20/12/2008
Re: Hard Surface WIP's
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.
Re: Hard Surface WIP's
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!
Re: Hard Surface WIP's
hanep sir pang-hollywood mga gawa niyo
keitzkoy- CGP Guru
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Registration date : 27/03/2009
Re: Hard Surface WIP's
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.
http://www.laurenscorijn.com/shadersetupvideo2
Here's how it turned out.
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.
http://www.laurenscorijn.com/shadersetupvideo2
Here's how it turned out.
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