DDO is good but only for some base shit on your texture and do it subtle, there is nothing that can take over "hand work" ![]()
The random model thread!
-
-
Just a model I'm working on, it's not for an FPS so it may have too much detail, but.. we'll see.
Made in zb, now let's retopo this little fcker.
[Blocked Image: http://i.imgur.com/gAXWIjf.jpg]
-
Update on my lamp. Thanks for the suggestion about the lamp cage, PogoP.
I slapped on some autodesk materials on it.
[Blocked Image: https://dl.dropboxusercontent.com/u/23729405/walllamp2.bmp]
I am modelling this lamp off of a real world reference. Does anyone know how to make the glass look like my reference photo?
[Blocked Image: https://dl.dropboxusercontent.com/u/23729405/reallamp.jpg]
-
Quote from psychickitten
Update on my lamp. Thanks for the suggestion about the lamp cage, PogoP.
I slapped on some autodesk materials on it.
I am modelling this lamp off of a real world reference. Does anyone know how to make the glass look like my reference photo?
Looking good. I would imagine a normal map could give you those indented lines.
-
-
Quote from psychickitten
Looking good. I would imagine a normal map could give you those indented lines.
How would I do that? Would I need to unwrap the glass first? Or would it be possible to blend 2 glass textures to make that effect?
You would need to unwrap it and place a texture and normal map on it.
-
Pogo, how did you create your roughness map on that pistol? I'm pretty much a novice to texturing and modelling, but I recognized the top left as diffuse, bottom left as spec and bottom right as normal but the top right I didn't recognize. How do you incorporate that on the model?
-
Hi Sevin
The bottom left is a metalness mask, which I would have put in the alpha channel of the diffuse for memory saving purposes. The top right is the roughness map. It's basically just a specular map but it kinda defines both spec and gloss at the same time, because in physically based rendering those 2 go hand in hand. Didn't really do anything particularly special with it, but you have to be really careful when making your roughness map because the slightest value change can result in a vastly different feel for the material.
-
So how are the metalness and roughness maps computed? I've never heard of them. Are they specific to 3ds max or something?
-
Quote from PogoP
Hi Sevin
The bottom left is a metalness mask, which I would have put in the alpha channel of the diffuse for memory saving purposes. The top right is the roughness map. It's basically just a specular map but it kinda defines both spec and gloss at the same time, because in physically based rendering those 2 go hand in hand. Didn't really do anything particularly special with it, but you have to be really careful when making your roughness map because the slightest value change can result in a vastly different feel for the material.
Amazing how you basically put nothing in the diffuse (albedo ?) map. I definetely need to try pbr out because i'm so used of painting reflections/radiosity/Ao on my diffuse map, it will need a whole relearning
.Especially since in my last interview, the Artistic director asked me if i knew anything about PBR. Then he went on a long monologue about how PBR is amazing and i was nodding all along trying to look very interested. Which made me realise there's something important about it.
What are the gradients made for in the roughness map btw ? Trying to have some parts highlighted more than the others?
-
To be honest, I think I probably should have put a bit more work into the albedo map. I feel like the texture work was kinda rushed. It does the job I guess but it feels a little uninspired. Texturing has never really been my favourite part of env art!
It is kinda weird trying not to paint much AO into your maps. Those gradients in the roughness map is me not wanting to let go of my old texturing habits of putting AO in the spec map
In some parts it's dirt which would obviously be less reflective than metal, but in others... It's lazy texturing 
-
[Blocked Image: http://i.imgur.com/FVjbLBP.jpg][Blocked Image: http://i.imgur.com/Tjr6T7R.jpg] W.I.P. Close to calling this damn thing done.
-
-
[Blocked Image: http://i.imgur.com/kjB4U2c.jpg][Blocked Image: http://i.imgur.com/Vg0p673.jpg] Some progress.
-
Kanine01, any chance to have those as non-orthographic renders? I don't like things shown that way at all, because it's so unrealistic and works only for some technical/blueprint/whatever stuff.
-
What do you mean, the fov in the shots is 75. I don't mean to sound dumb. I just arranged a bunch of copies of the model in the viewport and took a screenshot. Maybe give an example of what you want with a screenshot of something else.
-
The rifle looks great Kanine, I really like the greasy fingerprints you've dotted around on the wood

-
Quote from kanine01
What do you mean, the fov in the shots is 75. I don't mean to sound dumb. I just arranged a bunch of copies of the model in the viewport and took a screenshot. Maybe give an example of what you want with a screenshot of something else.
I don´t know then. It just looks like it doesn't have the cool "depth" to it like the other gun renders do. Maybe it's just the model/shape itself then. The gun overall looks great though, no doubt about that (I agree with RedYager about the greasy fingerprints being nice touch).
-
-
Quote from 2d-chris
haha - my goodness I have a dirty mind
Ha, I felt dirty writing it
Greasy finger fondled wood aside, its been a while since I contributed anything and I had a bit of free time the weekend so I made a piano
[Blocked Image: https://i.imgur.com/WWWxRIL.jpg]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!