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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • jaboo224
    • March 29, 2010 at 2:51 AM
    • #3,441

    Work in progress wall/door/entry that i have been working on. Technically this is my first model since all i have done so far is a crate and barrel so im pretty happy with it so far. I have been hand painting the textures as well using some but very little photo's to help it lots of work left on it tho

    [Blocked Image: http://img46.imageshack.us/img46/1397/wip2kp.jpg]

  • arhurt
    • March 29, 2010 at 4:21 AM
    • #3,442

    Had a little progress on the ship. Decided to change the design a bit.

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/spshp007.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/spshp008.jpg]

  • Sentura
    • March 29, 2010 at 6:04 AM
    • #3,443

    looks more like a drone or a tie fighter now. i really like the vertical thrusters though, they're definitely different from standard racers

  • Sindwiller
    • March 29, 2010 at 7:13 PM
    • #3,444

    [Blocked Image: http://eve.chantal13.com/wp-content/uploads/2009/05/acolyteii.jpg]

    Yep, reminds me more of a drone, too.

  • arhurt
    • March 29, 2010 at 7:18 PM
    • #3,445

    Yes, actually what happened there is that I deleted the Cockpit and exposed the mesh within that was simply the engine. but I liked the result a lot.

    I'm not sure though because I was trying to loosely follow my reference image... even though it is an open concept and I have already changed a lot of the details, changing the cockpit is a wide step away from the original.

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/feng_13.jpg]

    Concept taken from the Feng Zhu Design school website (random google search)

  • PogoP
    • March 30, 2010 at 12:40 PM
    • #3,446

    Been working on a little Command and Conquer mini project... Trying to practice my 3d skills by re-making some buildings and units from C&C. This is my first attempt at normal map baking. Lemme know if there are any glaringly obvious errors!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/advanced_comm_center_render1_compar.jpg]

  • PhilipK
    • March 30, 2010 at 2:01 PM
    • #3,447

    It looks like there are some strange stuff going on with the smoothing on some faces.

    I assume you're using one smoothing group (or only soft edges (maya)) on the whole lowpoly? On stuff which is as hard edged as that building I'd instead use mostly hard edges in the lowpoly, only thing i wouldn't use that on is the satellite dish sides.

    The problem occurs when you have things with very harsh angles and use soft edges/one smoothing group and bake from a normalmap which looks accurate, the normalmap will try to counteract the soft smoothing in the lowpoly by render it convex or concave. I see loads of people work this way and schools even teaching this way. I don't agree at all with working in that way. In my opinion the lowpoly should have good shading if you were to remove the normalmap ingame. True, you will have to split the UV seams on all hard edges to avoid ugly normal seams, thus lose some texture space, still I'd easily trade a couple of pixels for nice shading any day

    Sorry for going on abit much with this... I'd like to see the lowpoly only tho and the uv-flat+highpoly separately.

    Oh, btw it looks like you're pretty close to the original, nice

  • PogoP
    • March 30, 2010 at 3:03 PM
    • #3,448
    Quote from PhilipK

    It looks like there are some strange stuff going on with the smoothing on some faces.I assume you're using one smoothing group (or only soft edges (maya)) on the whole lowpoly? On stuff which is as hard edged as that building I'd instead use mostly hard edges in the lowpoly, only thing i wouldn't use that on is the satellite dish sides.

    The problem occurs when you have things with very harsh angles and use soft edges/one smoothing group and bake from a normalmap which looks accurate, the normalmap will try to counteract the soft smoothing in the lowpoly by render it convex or concave. I see loads of people work this way and schools even teaching this way. I don't agree at all with working in that way. In my opinion the lowpoly should have good shading if you were to remove the normalmap ingame. True, you will have to split the UV seams on all hard edges to avoid ugly normal seams, thus lose some texture space, still I'd easily trade a couple of pixels for nice shading any day

    Sorry for going on abit much with this... I'd like to see the lowpoly only tho and the uv-flat+highpoly separately.

    Oh, btw it looks like you're pretty close to the original, nice

    Thanks Phil, I really appreciate your comment. I'm trying to improve my modelling skills and I've never attempted normal mapping before so I just jumped in at the deep end.

    I'm going to make my own thread so as not to clutter up this one. Hopefully I'll see you in there! I'll post up some comparison shots.

  • Minos
    • March 30, 2010 at 3:12 PM
    • #3,449
    Quote from PhilipK

    It looks like there are some strange stuff going on with the smoothing on some faces.I assume you're using one smoothing group (or only soft edges (maya)) on the whole lowpoly? On stuff which is as hard edged as that building I'd instead use mostly hard edges in the lowpoly, only thing i wouldn't use that on is the satellite dish sides.

    The problem occurs when you have things with very harsh angles and use soft edges/one smoothing group and bake from a normalmap which looks accurate, the normalmap will try to counteract the soft smoothing in the lowpoly by render it convex or concave. I see loads of people work this way and schools even teaching this way. I don't agree at all with working in that way. In my opinion the lowpoly should have good shading if you were to remove the normalmap ingame. True, you will have to split the UV seams on all hard edges to avoid ugly normal seams, thus lose some texture space, still I'd easily trade a couple of pixels for nice shading any day

    Sorry for going on abit much with this... I'd like to see the lowpoly only tho and the uv-flat+highpoly separately.

    Oh, btw it looks like you're pretty close to the original, nice

    Agreed. I never really understood the reason for setting all faces of the low poly mesh to SG 1. The normal map looks bad that way, with gradients all over.

  • -HP-
    • March 30, 2010 at 3:28 PM
    • #3,450

    Depends on the object really, but yeah apart from very very rare occasions, I never use a single smoothing group for the WHOLE object.

    Bottom line is, try to have as least smoothing groups as possible. Cos the shading comes from the normal map (high poly) not from the low poly, that's why some people just apply SG1 and let the normal map do the shading work. But this rarely works tbh!

    Quote

    [unless you're using object space normal mapping, but that's topic for another day]

    It's a very complex topic, and highly disused on polycount, but like I said, try and keep the smoothing groups count very very low, so you can define some hard edges where you need to, (Like 90º angles) and let the normal map do the shading at the same time.

    Also, chanfering 90º angle edges might work and it's preferable to chanfer an edge and have those 3 polys use a single smoothing group, than break that edge with two separate smoothing groups. Not only you'll get a ugly hard edge on the bake, but also you'll have a higher number of vertices. (Yes, many smoothing groups actually increase the vertex count)

  • PhilipK
    • March 30, 2010 at 8:08 PM
    • #3,451
    Quote

    ":32vt0jtc]Depends on the object really, but yeah apart from very very rare occasions, I never use a single smoothing group for the WHOLE object.Bottom line is, try to have as least smoothing groups as possible. Cos the shading comes from the normal map (high poly) not from the low poly, that's why some people just apply SG1 and let the normal map do the shading work. But this rarely works tbh!

    [unless you're using object space normal mapping, but that's topic for another day]

    It's a very complex topic, and highly disused on polycount, but like I said, try and keep the smoothing groups count very very low, so you can define some hard edges where you need to, (Like 90º angles) and let the normal map do the shading at the same time.

    Also, chanfering 90º angle edges might work and it's preferable to chanfer an edge and have those 3 polys use a single smoothing group, than break that edge with two separate smoothing groups. Not only you'll get a ugly hard edge on the bake, but also you'll have a higher number of vertices. (Yes, many smoothing groups actually increase the vertex count)

    Agreed, it's always a balancing act when to use hard edges and when not. Personally I actually tend to separate this by thinking if the object is organic in any way or not.

  • Sindwiller
    • April 1, 2010 at 4:31 PM
    • #3,452

    Despite all the small issues, I <3 your idea and effort.

  • nooba
    • April 2, 2010 at 3:29 PM
    • #3,453

    Nice ships, arhurt!

    PogoP, love the original C&C, keep it up!

    [Blocked Image: http://i43.tinypic.com/2lcoa3p.jpg]

  • Grinwhrl
    • April 3, 2010 at 7:10 AM
    • #3,454

    Incredible work Nooba, That style is top notch.

  • nooba
    • April 3, 2010 at 4:04 PM
    • #3,455

    Peris, thanks! They're for a game a mate and I are making!

    Dark, cheers dude!

  • Zeta
    • April 4, 2010 at 7:35 PM
    • #3,456

    I really love the texture style, great work nooba

  • Jenn0_Bing
    • April 4, 2010 at 9:55 PM
    • #3,457

    Awesome stuff nooba, the only thing that bugs me is the gaps between the panels on the canon look too wide and too shallow. Makes it look carved in as opposed to a gap between two pieces, maybe just the inclusion of a thin darker line would help.

  • PogoP
    • April 6, 2010 at 12:25 AM
    • #3,458

    They're awesome! Totally love the style. Entirely hand painted and no normal map? Top notch.

    Been working more on my sumo sculpt for body modelling at uni. Got about 2 and a half weeks to finish this off, including texturing. Eeeek!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/sculptform4-2.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/Sculpt_head3.jpg]

    This is my first ever sculpt so be kind!

  • D3ads
    • April 6, 2010 at 2:07 AM
    • #3,459

    Looking good! I'd keep the lack of mouth and make them into some freak Japanese horror entity

  • nooba
    • April 6, 2010 at 10:58 AM
    • #3,460

    Zeta, thanks!

    Jenn0_Bing, I see what you mean. I'll have another look at the texture and see what I can do. I'll also keep your comments in mind for future textures!

    PogoP, yep, entirely hand painted and no normal maps

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