Currently working on a highpoly weapon roughly based on this concept- current progress:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_02.jpg]
Currently working on a highpoly weapon roughly based on this concept- current progress:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_02.jpg]
Just found some old screenshots ofa source mod I worked on... might be a little to dark.
[Blocked Image: http://mathiswidrat.com/images/misc/ivans_secrets_1.jpg]
[Blocked Image: http://mathiswidrat.com/images/misc/ivans_secrets_2.jpg]
Still no diffuse, but I hope you like it anyway:
[Blocked Image: http://mathiswidrat.com/images/hardsurface/M2_7.jpg]
[Blocked Image: http://mathiswidrat.com/images/hardsurface/M2_6.jpg]
That's quite lowpoly, which isn't a bad thing. But I guess the texture is 2048²? Maybe you could try something different like 2048x512 or even 4096x1024. I guess that would be more effectiv for a model like a knife. Can we take a look at the uv layout? I'm quite interested how it looks right now ![]()
Looks good, but can you show the texture again, or at least the texture size? Would like to know if you're using a (too) high res texture again ![]()
Hopefully these screens going to be the final ones. If anyone still sees something major that should be changed, please say so. Even so any feedback and criticism is welcome of course.
Please click on the images to view a larger version.
[Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_03_thumb.jpg]
[Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_2_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_3_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_04_thumb.jpg]
Finally baked the AO and normal and imported everything into the UDK. Feedback is welcome !
[Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02.jpg]
Oh and knj, I also split the holes of the M2 Browning in the uv layout as well and looks much better now, thx ![]()
Quote from knj1. where i see a seam (a diffuse will probably cover this up) but you should split uv here and make a hard edge,
are you are using one smooth group or several ?
I'm using 2 smoothing groups, but they aren't split in the uv. Currently that works best for me like (see post above). I might check this again later, but unfortunately I have quite some thing to do. But thanks for the tips, I really appreciate it.
Anyway, just finished my lowpoly bake of the Foxhound I'm working on as well- exterior only 9,7k Polys and 17,8k Tris:
[Blocked Image: http://www.abload.de/img/screenshot_v55_4tdo0s.jpg]
Quote from knjcan you post wires ?
Sure, but I just received a strange render error with the normal map after reducing the normal to 2k. No idea what caused that problem... nvm mind them pls ![]()
[Blocked Image: http://www.abload.de/img/m2_screenshot_v25_1_w3gr2m.jpg]
But indeed, I didn't split the inner rings of the holes from the barrel in uv layout, but assigned different smoothing groups. That solution worked best for me so far. Tried both different smoothing groups and spilt uv shells (the transition between was quite obvious) as well as same smoothing group and uv shell (strange artifacts/gradients on the barrel). Would appreciate tips if you have some ![]()
Quote from SigmaFuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map.
Yeah true, tried to fix it yesterday together with some other errors I've been told. So the reworked version:
[Blocked Image: http://www.abload.de/img/m2_screenshot_v25_1yxkxg.jpg]
[Blocked Image: http://www.abload.de/img/m2_screenshot_v25_24nkts.jpg]
The model itself is quite lowpoly, but I invested some more polys on the round elements like the handle. If someone still sees some errors don't hesitate to tell me please ![]()
Meh, you always get the loss if you post after penE...
Made my final bake for the M2 Browning - 5,6k Tris / 3k Polys - 2k² Normalmap
[Blocked Image: http://www.abload.de/img/m2_screenshot_v21_25yjaa.jpg]
[Blocked Image: http://www.abload.de/img/m2_screenshot_v21_1y4j7f.jpg]
Quote from MinosI see a few baking errors... did you set your low poly to 1 smoothing group by any chance?
Nah no way, I might should have said earlier that most errors get more visible caused by the cubemap. At first I got much more artifacts because the tga compression sucked bad^^ You also see errors at the second Ao+Nm screen?
Quote from kiketteAbout the texture, try to have some fun with the specular map.
Yeah currently there's no real spec at all, thx for the hint ![]()
And I didn't want to use nDo for this model because I worked quite a lot with it earlier and had some things in mind that I wanted to test without nDo, that's why everything was done with a highpoly. But most things would be easier/faster with nDo, true ![]()
Edit:
Thought you guys would like to see the Nm itself so you can give me some more specific feedback?
Oh, and a small version of all 3 maps can be found here.
[Blocked Image: http://www.abload.de/img/tex_door_01_nmmessw.jpg]
Quote from PogoPLooks good but isn't that just a carbon copy of an existing Halo 4 door? I've seen it before. As a baking test this is ok but be careful about putting it on your portfolio. You don't want to be accused of plagiarism.
You're right, it's based on a door from halo (that guy in particular). Said so on the description on my website, so I hope there won't be any problems.
Some baking exercise in between:
[Blocked Image: http://mathiswidrat.com/images/hardsurface/halodoor_01.jpg]
[Blocked Image: http://mathiswidrat.com/images/hardsurface/halodoor_03.jpg]
Hm true, 2k² is quite large. But this time you have some more details from your highpoly bake then you usually had compared to your weapons- like it ![]()
Like it kanine, a different style of then you usually make ![]()
Well... Finally, after I finished the model itself 3 months ago, I managed to polish the materials, environment, lighting and the video.
(Click the image to view the video and additional screenshots)
[Blocked Image: http://www.mathiswidrat.com/images/btr90/btr_01.jpg]
Final version looks good kanine. Only thing that bothers me is that you modeled nearly every detail geometry from the highpoly in the lowpoly as well, just like those small bolts on the iron sight. You spent quite mich polys in those tiny parts and leave larger parts like the back of the shoulder rest a little to blocky- but that's only my opinion.
Anyway, more modular parts for my vehicle.
[Blocked Image: http://www.abload.de/img/mk1963shb.jpg]
Finally finished the Interor and made some promotion renders
[Blocked Image: http://www.abload.de/img/screenshot_v20_472sfz.jpg]
[Blocked Image: http://www.abload.de/img/screenshot_v20_3obsk8.jpg]
Quote from SigmaMind sharing what your render set-up was like? V-Ray, Mental Ray, Scanline? 3-Point Lighting? Light decay? etc. . . I can't really think what to critique as it looks fantastic? Is that purely high-poly modeling or did you also use normals say for the hood? I think the one thing I might ask for a break-down photo of is the wheel as that looks FANTASTIC!
Hehe, thank you ![]()
I'm using Mental Ray with sky portals (1 warm, 1 cold and 1 background light- so yeah, 3 point lighting). I didn't used any normals so far, so the pattern on the hood is geometry as well. For the wheels, I made a single part of the treads first and copied it and used a bend modifier on top of it. I just made a small screen with the wireframe model (without turbosmooth) where you can see the single part of the treads on the right side.