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  3. residentzack

Posts by residentzack

  • Please assist, my AO and Normals are depressing me!

    • residentzack
    • August 23, 2012 at 5:47 PM

    Thanks guys, I think a majority of my problem is that my edges have very subtle chamfers in the high poly, which you can't really tell in the screenshot. I think most of the edges have at least 4 extra lines to them. I'll exaggerate the edges and check the normal projection and check back on polycount again for some additional info.

    Maybe since I've got this thread going, I should share my reference picture.

    http://i.imgur.com/6aunX.jpg

    I'm not trying to recreate everything exactly like the image [i hate copy/pasting exact info] but I'm modeling the bed on the right, which is actually going to be a type of wall or something useless for decoration. Then the ceiling tiles will be my next project. Should I add in a lot more details in the high poly before I bake it again? I want the model to be simple, but I guess I should go all the way.

  • Please assist, my AO and Normals are depressing me!

    • residentzack
    • August 23, 2012 at 3:56 AM

    Hey Mapcore, it's been a while. How you been?

    Excellent, well my foray into the modeling world is rocky and I'm getting a bit discouraged.

    I was hoping you could help me figure out why my normal and ambient occlusion maps are looking weak as hell.

    Here are a few screens before I explain my settings:

    I'll post links for the sake of sizing:

    Model showing cage projection:

    http://i.imgur.com/sqfgQ.jpg

    High Poly:

    http://i.imgur.com/Tv3rS.jpg

    Low poly with smoothing groups [i think Chris Albeluhn mentioned the black shading was bad?]

    http://i.imgur.com/9gnIY.jpg

    Xnormal settings:

    http://i.imgur.com/F

    Piss Poor ambient occlusion:

    http://i.imgur.com/qec33.jpg

    Piss Poor normal map:

    http://i.imgur.com/vaaSJ.jpg

    I first used the default scanline renderer in 3ds max, and the normals sucked. Tried exporting the high and low poly models as obj's and xnormaled them, and only the AO map looked nice.

    Can you tell by looking where I might have gone wrong?

    The high poly has chamfered edges and additional geometry for the pipes and circuit boxes. Maybe there's a better way of making smooth edges that show up better?

    If you need additional info please let me know.

    Thanks in advance, you guys are the best.

  • map project from concept art

    • residentzack
    • June 30, 2012 at 4:17 AM

    The concept is great, however I have to ask: What's your goal? Are you tying to make a 2D top down map? What game engine and is this going to be pixel art or current gen rendering? I have a bit of experience in RPG maker but I have the feeling you're going for something a little more alien swarm.

  • totally random texture thread

    • residentzack
    • March 5, 2012 at 8:14 PM

    [Blocked Image: http://img39.imageshack.us/img39/9496/thallupdate1.png]

    [Blocked Image: http://img571.imageshack.us/img571/6227/bluethall2.png]

    [Blocked Image: http://img689.imageshack.us/img689/446/poolroom2.png]

    I've spent the last few months on and off teaching myself how to make textures in UDK. I'd love some feedback before I move onto the scary and time-consuming task of creating and texturing static meshes for Unreal. Diffuse/normal/spec/occ maps available upon request if necessary.

    *water texture in image 3 was not made by me which was included in UDK.

  • Now it's my turn

    • residentzack
    • October 8, 2011 at 7:29 PM

    Thanks Rick, that's what I was looking for. After this all I need to do is keep practicing and I'll finally know how to create my own content for UDK.

  • Now it's my turn

    • residentzack
    • October 7, 2011 at 4:42 AM

    In my first thread I made about asking what to model, I was told to get a tablet and draw out a concept and post it on the forums for help. I've finally done that, and this is a basic concept for a modular door frame set that I would like to model and import into UDK. I want this to look basic, because it's just so I can learn the process of making skins and textures for meshes that I can import. That's all I really want to know, so if someone could help me learn render to texture and skinning models, I could move on to something more intricate, and then I'll provide a more detailed concept. I just want someone to point me in the right direction.

  • Now it's my turn

    • residentzack
    • October 6, 2011 at 9:53 PM

    Over a year ago, I joined these forums as a complete idiot. I'd like another chance to prove myself. I'm asking for help. I drew a concept and I'd like someone to help guide me in the right direction.

    This is the concept that I drew:

    [Blocked Image: http://img3.imageshack.us/img3/5994/conceptroom.th.png]

    Here are a few quick textures that I came up with as well:

    [Blocked Image: http://img8.imageshack.us/img8/7106/modwall.th.png]

    [Blocked Image: http://img52.imageshack.us/img52/5033/concretetex1.th.png]

    [Blocked Image: http://img543.imageshack.us/img543/6347/concfloor.th.png]

    [Blocked Image: http://img59.imageshack.us/img59/2470/bluefloor.th.png]

    Keep in mind I am just discovering a lot more about creating my own content. I've spent the last year modding and practicing making level geometry and I think it's about time I try to make my own scene.

    I am having a bit of trouble learning how to render to texture in 3ds Max and editing the shell materials in photoshop. The process is unclear to me.

    I know how to build meshes, but texture creation and mapping is an area I need help in. Even if you don't have any advice, a link to a good tutorial would be appreciated.

    I'm working in 3ds Max 2010, and using Unreal Development Kit as my engine of choice.

    I'd like it if someone could help me through the process of making this quick concept into an actual scene. I know it's not much, but I just wanted to throw together something basic.

    Assistance is greatly appreciated. Thanks in advance.

  • totally random texture thread

    • residentzack
    • September 30, 2011 at 3:59 PM

    Just learned how to make textures. These are my first tests in UDK:

    [Blocked Image: http://img59.imageshack.us/img59/5071/texroomtest.th.png]

    [Blocked Image: http://img651.imageshack.us/img651/5264/nottooshabbyfuturehall.th.png]

    [Blocked Image: http://img853.imageshack.us/img853/8985/concretestairs.th.png]

    My next plan is to fully learn and utilize the render to texture function in 3DS Max. Haven't found a helpful tutorial for that yet.

  • The random model thread!

    • residentzack
    • February 19, 2011 at 8:08 PM

    [Blocked Image: http://i54.tinypic.com/f1wjso.png]

    Working on a Mass Effect inspired environment. I really want to finalize this, create and bake textures, and import the scene into UDK. I still need to learn how that process works because all I know is modeling mediocre scenes in 3DS Max. The above is a better-lit version of the scene.

    [Blocked Image: http://i51.tinypic.com/rrpjye.png]

    Here is the scene with a mental ray renderer setting. Lights aren't as bright but the soft effect of the lighting looks neat I suppose.

    No textures yet, just bare set.

    Any guidance is appreciated. I'd like to bake my own textures but I'm a little lost on that process.

  • The random model thread!

    • residentzack
    • February 19, 2011 at 7:55 PM
    Quote from aaron_da_killa

    Ah some good points there thanks!The look I'm roughly going for is something like Crysis/Far Cry 2.

    I'm not too sure how I could make the transition between sand and water smoother. I guess I could mess around with the material settings a bit or add another layer on top of that water that is more transparent and/or has foam? As for breaking up the boat texture, maybe I could extrude out some thin planks that run vertically along the side of the ship and then offset the texture inside the space between each plank to make it look like separate bits?

    Aaron did you know that if you work in 3dsMax 8, 9, or 2008 editions, you can get the CryTek shader plugin and make your own content for Crysis if you have the game? Sandbox2 is available for owners of Crysis and all those effects like the foam on the water, and terrain painting are all available for you if you're just looking to put together a scene. Given that your computer can run it, I'd recommend it because I was recently using it and it's not that hard to pick up once you follow the documentation on how to import your own content from 3DS Max into the CryEngine. If not, then sorry I wasted your time, just a thought since you mentioned Crysis.

    Aside from that, what are you building this scene in and rendering it with?

  • Help baking textures in 3DS Max

    • residentzack
    • February 18, 2011 at 10:35 PM

    Greetings,

    I'm trying to make a wall texture in 3DS Max by modeling and baking the texture however I apparently don't know enough about 3DS or I'm missing something. I think there's supposed to be a way for me to choose a channel or something of that sort. My Major goal is this:

    -Model texture in 3DS

    -Bake into Targa or format exportable to Photoshop

    -edit and make normals/bump

    Here's a rendering of the wall repeated:

    [Blocked Image: http://i54.tinypic.com/11vrwxw.png]

    That's it. It's because I don't know enough so would anyone please enlighten me how to complete this process?

    If I can bridge this gap, I'm moving to the next level of design, and new doors open to me once I can make my own textures.

    Thank you so much in advance.

  • What should I model?

    • residentzack
    • February 24, 2010 at 6:35 AM
    Quote from e-freak

    yeh well you posted 3 o'clock in the morning for all of us europeans and that's not your average time to get a reply within 2 hours... i still don't get what you're talking about. "P.N. 03 work"? what's that supposed to be? Here's a quick idea for you what to do next: Get your self a pen or a wacom, draw a small concept of what you want to do, give us a brief introduction and the concept and start working it out. ask if you need any help in the technical side later if you encouter any problems.

    This is probably the most helpful thing yet.

    I just want you all to know that even though my first impression here was idiotic, I'm really not that immature or stupid.

    I've been having a rough week, because my girlfriend died last summer, and today, well, yesterday now, was her birthday, and I've been pretty depressed all week.

    I happen to have a tablet someone gave me, and I can work out a concept. As a matter of fact, I will draw out some concepts.

    I have some modeling experience, and I'd like to point out that when I said "P.N. 03 work", I was referring to the Gamecube title of the same name, which is a futuristic action game developed by capcom. It has a cult following since the gameplay fell short and disappointed many people. However I love the level design in the game, and in order to further my skills, I would like to render some "fan levels" of this game. I will post screenshots of the game another time if you don't feel like looking it up.

    Thank you for remaining consistent with me on this, I really need the help and guidance, and hopefully I can return the favor if you ever need creative help with your own projects.

    I need motivation, and something to keep me at this.

  • What should I model?

    • residentzack
    • February 23, 2010 at 5:58 PM
    Quote

    ":pq0ssu16]residentzack, welcome to mapcore.First of all, this is not your blog, twitter or whatever, so you better refrain from double / triple post from here on in, we get it that you're pretty good at having one way conversations, just keep it to yourself, alright?

    Look, I don't want to be blunt, but you started on a wrong foot here. Just, behave!

    About your question on the first post. Just do whatever you want to, if you don't have any ideas, just watch video tutorials and recreate what the guy is doing, that will get you started.

    thanks for the tip. I've done a few tutorials before, and it does help. I might as well stick with that.

    As for the replying to my own thread, I did it because no one was answering, so I thought up my own idea and figured I'd stick with some P.N. 03 work since it's what I've always wanted to do.

    I'm not going to do that all the time, I was just being an idiot because I got no replies and I was anxious to start something new.

  • What should I model?

    • residentzack
    • February 23, 2010 at 3:37 AM

    [removed]

  • What should I model?

    • residentzack
    • February 23, 2010 at 3:36 AM

    [removed]

  • What should I model?

    • residentzack
    • February 23, 2010 at 1:52 AM

    [removed]

  • Kevin Cytatzky - Level Designer

    • residentzack
    • February 22, 2010 at 5:07 AM

    In the magma screenshots, what effect did you use to get the magma to drip and run from the ceiling?

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