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[HP] ~ 3D Sketchbook Thread

  • -HP-
  • July 23, 2008 at 11:34 PM
  • Minos
    • June 19, 2009 at 3:43 AM
    • #81

    Great normal!!

  • D3ads
    • June 20, 2009 at 2:49 PM
    • #82

    Fantastic work, love your style

  • -HP-
    • June 20, 2009 at 3:11 PM
    • #83

    Yeah, it's a face with two tris!

    I'll post a wire of the HighP, I can even share the .MAX if you guys want to take a peak at it, and/or the PSD's.

  • Pampers
    • June 20, 2009 at 4:12 PM
    • #84
    Quote from Pampers

    it looks good, but the diffuse dont affect the normal at all

    !

  • -HP-
    • June 20, 2009 at 4:14 PM
    • #85

    Sorry Pampers, but I don't really understand what you mean. Could you elaborate on that?

  • Sa74n
    • June 22, 2009 at 10:34 AM
    • #86

    you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

    the texture could also benefit from some subtle variety in colour on diffuse and spec (scratched parts for example).

    nice work though

  • -HP-
    • June 22, 2009 at 11:04 AM
    • #87
    Quote from Sa74n

    you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

    Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

    Thanks dude!

  • Pampers
    • June 22, 2009 at 11:46 AM
    • #88
    Quote

    ":sk90fzt1]Sorry Pampers, but I don't really understand what you mean. Could you elaborate on that?

    if you have a layer with scratches etc on it you could invert it and set the layer blend to multiply. Desaturate the paint and rust layer and give the paint a bit more brightness than the rust. Then you pass the layers through the nvidia normalmap plugin and overlay it over the original normalmap

  • -HP-
    • June 22, 2009 at 11:52 AM
    • #89

    Ah. so that's what you meant!

    Yeah man, Lot's of people do that, and I did it in the past (I used that technique with the crate, although very subtle), but I found that it doesn't really work very well, it also really depends on what engine you're using to render your stuff. A good specular should be enough to give it a little bit of depth illusion to the scratches. After all, it's scratches, not indentations on metal. Which is also a good thing to do on this kind of stuff!

    Btw, the worflow you mentioned is correct, but it's not enough to just put that generated normal map on overlay. After that you should go to curves, and put the blue channel to 128.

  • -HP-
    • June 27, 2009 at 1:37 AM
    • #90
    Quote

    This is the source files for my entry on speed texturing competition at game-artist.nethttp://%7boption%7d

    there's everything in there, .MAX with the original high poly, the low poly (just a plane )

    and I've also included the original PSD files for all the maps. I've resized them to 1024*1024 tho,

    as the originals were 2048*2048, they got to big to pack it into a RAR file.

    I used xnormal to bake my original piece, but if you select the plane on the .MAX file It's already set up

    to render using Max's baker.

    You'll need XOLIUL viewport shader to properly view this in Max's viewport, I've placed it on the RAR as well,

    just in case. (Although, you wont have parallax mapping on it, that's why I used marmoset to submit my final pic)

    This is it, keep in mind of course, that I'm sharing this solo for your learning!

    I'm all for freedom of information and transparency, so I hope I encourage others to do the same

    and share their workflows!

    Be nice!

    Display More

    Download: http://rapidshare.com/files/249054816/HP_STC_wall.rar

    [Blocked Image: http://i41.tinypic.com/160e6fd.jpg]

    PS. .MAX will only work in 3DsMax2010.

  • Seldoon182
    • June 27, 2009 at 11:07 AM
    • #91

    Thanks for share this [HP]. Downloading now!

  • -HP-
    • August 16, 2009 at 10:51 PM
    • #92

    Little something I've working on my free time the last week.

    [Blocked Image: http://i31.tinypic.com/34g4ha8.jpg]

    Credits for design and refs and shit goes all to Doom3!

  • Acumen
    • August 17, 2009 at 10:12 AM
    • #93

    i really like your hp-modeling (man, your name and that modeling just don't fit....)

    the yellow-striped one, was my favorite so far. can't wait, what you'll come up with on this one !

    but i gotta say, you mentioned doom3 as reference. so that's all fine. but i would be interested to see if you took it to a more realistic level e.g. not so blobby rounded chamfers but more hard edged stuff.

    anyways, nice work as usual

  • -HP-
    • August 17, 2009 at 10:24 AM
    • #94

    Thanks dude!

    This kind of stuff is good practise and fun to do. But yep, It's probably going to be my last of this kind of style. One gotta evolve!

    Oh btw, I failed to give a description for it. It's supposed to be a Hangar Gate. I'll get started on this LP today, this time is going to be more than a single poly!

  • D3ads
    • August 21, 2009 at 4:31 PM
    • #95

    I love your stuff, can't wait to see it finished

  • -HP-
    • September 3, 2009 at 11:03 AM
    • #96

    Tkx d3!

    here's my entry for this weeks gamc

    3DsMax Viewport ~ Xoliul's view-port shader.

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-6/lg/leather_chair_FINAL.jpg]

    [Blocked Image: http://i26.tinypic.com/161hjky.jpg]

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-3/lg/leather_chair_FINAL_textures.jpg]

  • Nysuatro
    • September 3, 2009 at 12:27 PM
    • #97

    Very sexy. But it looks kinda new. Maybe a bit more wear and tear on the places where there is the most friction between the person who sits in the chair and the chair.

    If I remember well, the places were the person sits the mos are going to be less saturated ?

  • Minos
    • September 3, 2009 at 2:11 PM
    • #98

    Looks really good Helder!!

  • Seldoon182
    • September 3, 2009 at 5:17 PM
    • #99

    Ah ah awesome [HP]!

    [Blocked Image: http://feedingthepuppy.typepad.com/.a/6a00e550f4976688340112790473ba28a4-800wi] Which one will u chose!?

  • AlexM
    • September 3, 2009 at 9:03 PM
    • #100

    looking awesome!

    does it use a second tiled UV channel for that other normal map?

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