Outerra forum
User mods, screenshots & videos => Other => Topic started by: M7 on June 21, 2014, 01:12:27 pm
-
(http://i.imgur.com/6IVnR2f.jpg)
Ive been playing with max lately and trying to understand the UV mapping process. So i got that piece of machenery from sketchup warehouse, imported it in max and tried the get the uv for one wheel and then texture it. On the left you can see the the original untextured wheel. I ended up remodeling the wheel (twice) cause it had some defects that could not be fixed easaly.
Dont know if ill do the whole vehicle but it will be good drill before i take on Pyton's btr80.
-
Can't wait. I've been wondering about those shiny gloss Outerra wheels for a while, now.
-
Nice and Dirty.. Also noticed you have an entire town behind you.
-
Yeah its a small mediaval town, again found on sketchup warehouse. I did some texture in sketchup but kind of got frustrated after a while with the tools available for texturing.
-
Tried out some more ideas for texturing. I had to do it on a simple object, cause it's too easy to get confused with a complex UV and all the layers in photoshop. I'm really happy with some of the effects like the rust with the smear around it. It almost all came out in an accidental way at the end of the process, by switching on and off some layer. So i'm not sure i could replicate these effects starting again from scratch. I will have to study the photoshop file to try to understand what i did right.
Now i need to get some welding on this thing.
(http://i.imgur.com/0NOjjnI.jpg)
-
Nice rust !
-
I worked on the speculars and normals mostly at this stage. I think the welding is convincing enough though i'd like it to have it with sharper edge.
One thing that i'm really happy that i discovered, again by accident, is how to make slightly rounded corner using the normals. It's easier to see on top image, but it makes a nice soft highlight where two angles meet.
(http://i.imgur.com/injcsBl.jpg)
-
Its nicely convincing .... the best welding i ewer saw was the work of Igor Gorkovenko:
http://www.artstation.com/artwork/btr-80 (http://www.artstation.com/artwork/btr-80)
( Hes a real pro, so dont ask me, why my model is so crappy in comparison. ::) )
-
The Sacks in that render.. THE SACKS!
-
The Sacks in that render.. THE SACKS!
Those are soviet army standard issue back-packs (veschmeshok). http://rucksackmania.blogspot.co.at/2014/01/russian-veschmeshok.html (http://rucksackmania.blogspot.co.at/2014/01/russian-veschmeshok.html)
... dont call it a potato sack. ;D
-
Its nicely convincing .... the best welding i ewer saw was the work of Igor Gorkovenko:
http://www.artstation.com/artwork/btr-80 (http://www.artstation.com/artwork/btr-80)
( Hes a real pro, so dont ask me, why my model is so crappy in comparison. ::) )
The details are pretty crazy! there's what, 3-4 millions polygons in there? This is a great welding reference. I will sure use it.
I wonder if he used displacement map for the textured stuff or if he added these in sculpt 3d
-
if somebody interests, here is also very interesting styles for metal representation...
http://galgot.free.fr/wordpress/?p=592 (http://galgot.free.fr/wordpress/?p=592)
...and color search (Hex:? etc.)...
http://scalemodeldb.com/paint (http://scalemodeldb.com/paint)
;)
-
The details are pretty crazy! there's what, 3-4 millions polygons in there? This is a great welding reference. I will sure use it.
I wonder if he used displacement map for the textured stuff or if he added these in sculpt 3d
Not sure ... he said on a forum, that certain stuff was made in Z-brush, but im not sure if he used it just to bake a really good texture-set out of it applied in a better rendering software, or its the real deal in insane poly-count.
if somebody interests, here is also very interesting styles for metal representation...
http://galgot.free.fr/wordpress/?p=592 (http://galgot.free.fr/wordpress/?p=592)
...and color search (Hex:? etc.)...
http://scalemodeldb.com/paint (http://scalemodeldb.com/paint)
;)
... that plane needs to be in OT ! :)
-
Hey thanks AH-GD, these are kind of references i like to find.
Think i got it right this time (the welding). It's really not obvious when the weld in the middle of a seam and in a concave angle. Took me a while to figure it out, though I find it works best when the sun is at a 45 degree angle.
(http://i.imgur.com/2RvFBb4.jpg)
-
Looks sweet !
-
Look nice, M7.
A small tip.To make attempts Bumpmap from 2-Layer. That is, that you 2-Bumpmaps
with different deep ones must make. Then you can edit them in photoshop and it
shares after like allow to change.
;)
-
Look nice, M7.
A small tip.To make attempts Bumpmap from 2-Layer. That is, that you 2-Bumpmaps
with different deep ones must make. Then you can edit them in photoshop and it
shares after like allow to change.
;)
Not sure to understand what you mean, you mean using 2 normals map in a 3d program and then combining them in photoshop ? I never quite experienced playing with multiple map in max. There's a lot of tricks to discover in order to get normals the way you want. And speaking of normals, i think i just found something that should make all normals stuff much easier to figure out. It's a plugin for photoshop called Ndo2. Just amazing what that thing can do. http://youtu.be/Rwj0mQTMrK8 (http://youtu.be/Rwj0mQTMrK8)
-
@M7
Yes...exactly what I mean. ;)
-
This is getting just crazier :o They are just killing the magic out of creating textures 8) ... just insane what these things can do.
DDO & 3DO Workflow Primer (http://www.youtube.com/watch?v=YyJJAp17K-Y#ws)
-
I think is more for 3D artists than engine-modelling ... doe, great things this times flush out !
-
I think i should make pro level texturing a lot more accessable to amateur modellers who wish they knew how make textures for their models. For Pro artist, it should make things so much faster.
-
Well this dDo thing it's a lot more tricky than i thought , very powerfull but not that easy to figure out.
They made available to download a couple of models that they used in their tutorials. I tried to import the AK model in OT to have an idea of how the maps rendering would translate . I was a bit worry about the reflectance map (metal effect) but by setting the F0 to 0.45 i could use their specular (metalness) map as is. So all in all, the visual in OT is not too far from their 3do renderer .
(http://i.imgur.com/yMCO2mi.jpg)
-
Came out nice ... but they arent that reflective in real. (else, soldiers would reflect too well in field) But i like the wood finish a lot.
-
You're right! i just saw that the roughness (gloss) map didn't look right so i inverted it and talam!
(http://i.imgur.com/wFTEEjo.jpg)
-
Now i just hope to see my little creation in such a coat. :D
-
The pressure is on :)