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The random model thread!

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On 11.1.2017 at 10:37 PM, kinggambit said:

s4ZjFki.jpg

Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models.

Ambient Occlusion + Position input -> mask?

I'm positive that those will look fantastic on your polar base. Imho, compared to the rest, the shovel looks a little bland. Maybe you could make it a little more interesting like in this picture

DSC01575.jpg

Also those rubber-chaines (?) should be way darker than the metal wheels.

Anyway great job. I would be interested in seeing the colission model if you feel like sharing.

Edited by esspho

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Took a break from solid modeling and did some surface modeling for fun :)

Done in Solidworks, so gimme a break :P  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!

rendah8_rs.jpg

rendah3_rs.jpg

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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 TreeMakerScript_plus_NormalThiefScript.g

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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 TreeMakerScript_plus_NormalThiefScript.g

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.

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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?

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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 :D

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1 hour ago, Vorontsov said:

Everywhere :D

Thanks for the explanation :P

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 by Sigma

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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. 

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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.

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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. :)

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