knj Posted November 3, 2011 Report Share Posted November 3, 2011 Are you are using Mentar Ray (or smth simillar) to render ? no problem in my case Quote Link to comment Share on other sites More sharing options...
The Vulture Posted November 3, 2011 Report Share Posted November 3, 2011 Yeah, I'm using Mental Ray. Quote Link to comment Share on other sites More sharing options...
PogoP Posted November 10, 2011 Report Share Posted November 10, 2011 Made a vending machine over the past couple of days. It's great to do some high poly stuff, didn't really get much chance to do any on Disneyland Edit - Now with self-illum! Quote Link to comment Share on other sites More sharing options...
ultradr3mer Posted November 10, 2011 Report Share Posted November 10, 2011 looks like a pretty good vending machine to me . the last couple of days i made a reskin of an old weapon model i made about 2 years ago. here is an image showing the workflow: you can find the old version here: (i would say i made some progress .) Quote Link to comment Share on other sites More sharing options...
RedYager Posted November 13, 2011 Report Share Posted November 13, 2011 Nice vending machine man! What sort of workflow did you use to create it? Quote Link to comment Share on other sites More sharing options...
knj Posted November 15, 2011 Report Share Posted November 15, 2011 Still trying to improve my zbrush skills there are some flat surfaces, that i want to cover with alpha, but i don't have any nice alphas to do it, i've tryied to make some of my own from big res pictures, but in the end it looked like shit, some tips ? Quote Link to comment Share on other sites More sharing options...
RedYager Posted November 15, 2011 Report Share Posted November 15, 2011 That looks beautiful man Quote Link to comment Share on other sites More sharing options...
D3ads Posted November 16, 2011 Report Share Posted November 16, 2011 Awesome, reminds me of Uncharted's artwork Quote Link to comment Share on other sites More sharing options...
knj Posted November 16, 2011 Report Share Posted November 16, 2011 Thanks a lot guys :-) Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted November 17, 2011 Report Share Posted November 17, 2011 Amazing knj !!!!! make it it low and texture it !! will be a nice piece for your folio You could bake an heightmap in xnormal and using it as a mask in photoshop for all the cavities between the extruded parts, but i'm not sur that will be much useful otherwise, if you want a "grain" you could use the "noise" function in zbrush To me anyway it's quite finished as a highpoly, if i would have to add some normal details that would be in photoshop with NDo or whatever Quote Link to comment Share on other sites More sharing options...
-HP- Posted November 17, 2011 Report Share Posted November 17, 2011 That's fantastic knj! I am loving to see your progress dude, congratulations! What was your workflow with the masks? How did you do your projections? I agree that for a high poly is already pretty cool any more will probably ruin it, if you want more high frequency detail on your normal map, generate it in CB, Xnormal or NDO and overlay it. Quote Link to comment Share on other sites More sharing options...
knj Posted November 17, 2011 Report Share Posted November 17, 2011 Thanks again guys Koko: i'm fighting with the LP, i'm on 6k tris, it's getting hard to go lower and lower, i would love to go around 4k, but i don't think this is possible, it is already blocky as hell HP: after i had my model imported into zbrush and after couple sublevels up, i took screenshots of those parts where i wanted to put the details, with that screenshots in photoshop i've made simple alphas, after that using projection master i've projected the alfas on those spots i wanted as for overlaying some details for a normal map, thanks i've got that same feeling but i was just curious couse GoW3 guys have details all over the model, and for me some of it will look noisy in game, i know how UDK can make noise on texutre Quote Link to comment Share on other sites More sharing options...
-HP- Posted November 17, 2011 Report Share Posted November 17, 2011 Yeah, but if you ask me, that's definitely going overboard with high frequency detail in the sculpt. I mean, yes, it looks good on a folio, but in the context of production I see no point in doing this, unless your job is only about making high poly pieces, which is what Kevin does. (Afaik, he doesn't model LP's, and if he does he probably just runs decimation master on them) Although that piece looks marvelous, try and bake that on a 256*256 or even on a 512*512 normal map and all that detail is gonna turn into a shitpile of pixelated blobs, that's why you should have a readable high poly. I prefer to keep the sculpts with low to medium detail, and do the high detail later, your shapes will read better that way. You can use either a overlay on top of the normal map, or use a tilling detail normal map to give it a bit of texture, but obviously it's all down to personal preference. So if you're practicing for the sake of learning how to do it, then fuck it, do it, go overboard for the lulz! If you're making assets for games, it's better not. Quote Link to comment Share on other sites More sharing options...
knj Posted November 17, 2011 Report Share Posted November 17, 2011 And this is the answer i wanted :-) thx bro Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted November 17, 2011 Report Share Posted November 17, 2011 Koko: i'm fighting with the LP, i'm on 6k tris, it's getting hard to go lower and lower, i would love to go around 4k, but i don't think this is possible, it is already blocky as hell I hope you don't use decimation master do your low by hand !!! http://www.topogun.com/ Quote Link to comment Share on other sites More sharing options...
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