twiz Posted January 16, 2017 Report Posted January 16, 2017 Took a break from solid modeling and did some surface modeling for fun Done in Solidworks, so gimme a break I know there is a curvature/tangency error on the sill below the door; it has been fixed, just not in this render. ~8hrs of work on this. Ideas on the design are welcome! rosk, slavikov4, K and 2 others 5 Quote
Corvus Posted January 19, 2017 Report Posted January 19, 2017 (edited) Learning moddeling in Maya, and texturing with Substance Painter. Edited January 19, 2017 by Corvus Sigma, K, kinggambit and 6 others 9 Quote
kinggambit Posted January 19, 2017 Report Posted January 19, 2017 On 1/14/2017 at 4:26 AM, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models On 1/14/2017 at 2:39 PM, grapen said: I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale. did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are catfood and Sigma 2 Quote
grapen Posted January 19, 2017 Report Posted January 19, 2017 1 hour ago, kinggambit said: did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are Yep. Without edited normals it looks pretty much like that gif. You can enable "ignore surface normals" on the prop in hammer, but that makes it look flat instead. Quote
Sigma Posted January 19, 2017 Report Posted January 19, 2017 I understand what a vertex normal is (and how to edit it), but can you describe a use case where it is a better option than applying smoothing groups on a complex object? Foliage it works well for clearly as it smooths shading across the various planes making up the foliage... any other use cases where it would be advantageous though? Quote
ashton93 Posted January 20, 2017 Report Posted January 20, 2017 Finally I managed to get the HP for this thing done after having it dusting on my desktop for several months K, CWardee, Sjonsson and 1 other 4 Quote
Vorontsov Posted January 20, 2017 Report Posted January 20, 2017 20 hours ago, Sigma said: I understand what a vertex normal is (and how to edit it), but can you describe a use case where it is a better option than applying smoothing groups on a complex object? Foliage it works well for clearly as it smooths shading across the various planes making up the foliage... any other use cases where it would be advantageous though? Everywhere Quote
Sigma Posted January 20, 2017 Report Posted January 20, 2017 (edited) 1 hour ago, Vorontsov said: Everywhere Thanks for the explanation As a matter of passing along information, apparently you can quickly edit vertex normals (for trees/foliage) by transferring another meshe's normals (say a very smooth cone) to the vertex normals of a tree mesh. This makes doing the foliage/trees normals work much easier (and faster). Edited January 20, 2017 by Sigma Quote
Dillon Beard Posted January 20, 2017 Report Posted January 20, 2017 On 1/19/2017 at 5:24 AM, grapen said: Yep. Without edited normals it looks pretty much like that gif. You can enable "ignore surface normals" on the prop in hammer, but that makes it look flat instead. damn i made a tree a long time ago and i chalked it up to me being inadequate, is there a good tutorial on editing normals? ive never actually seen that before. Quote
grapen Posted January 20, 2017 Report Posted January 20, 2017 1 hour ago, Dillon Beard said: damn i made a tree a long time ago and i chalked it up to me being inadequate, is there a good tutorial on editing normals? ive never actually seen that before. There's probably lots of them depending on what software you use. In the case of my tree, in Blender I just enabled Auto Smooth in the mesh properties, then added a Normal Edit Modifier, set it to Radial and turned down Mix Factor a bit. K 1 Quote
Sjonsson Posted February 2, 2017 Report Posted February 2, 2017 (edited) Some quick model practise before doing a lecture about modelling and pbr texturing. Maya + Photoshop, 256x256 Edited February 2, 2017 by Sjonsson will2k 1 Quote
leplubodeslapin Posted February 2, 2017 Report Posted February 2, 2017 Is there a specific reason to demonstrate the PBR with a low-res texture ? Quote
Sjonsson Posted February 2, 2017 Report Posted February 2, 2017 55 minutes ago, leplubodeslapin said: Is there a specific reason to demonstrate the PBR with a low-res texture ? Yepp. I will show them how to use UV-tiling to get higher texel density to make a point; that it's important to reflect over your texel density and not just lazily use high res textures. I'd say a low-res texture shows this better. leplubodeslapin 1 Quote
leplubodeslapin Posted February 2, 2017 Report Posted February 2, 2017 Alright, yes indeed it's important to learn them the good maners i guess I just find it a bit disapointing that it doesn't fully show the potential of PBR (from my point of view). Maybe it's just because of the camera position or lighting orientation, i can't see much shading on this single picture (just some bumps on the top left). Quote
Sjonsson Posted February 2, 2017 Report Posted February 2, 2017 1 hour ago, leplubodeslapin said: Alright, yes indeed it's important to learn them the good maners i guess I just find it a bit disapointing that it doesn't fully show the potential of PBR (from my point of view). Maybe it's just because of the camera position or lighting orientation, i can't see much shading on this single picture (just some bumps on the top left). Yeah you are entirely right about that. When normal maps drop so low in res it looks like the definitions kinda dissapear completely or gets very blurred out. But there is some definition there that can be seen if you rotate the whole thing. Quote
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