grapen Posted April 11, 2017 Report Share Posted April 11, 2017 Hedge 3.0. This is probably as fluffy as I'll be able to make it without going crazy on the tri's. Fnugz, leplubodeslapin, -HP- and 13 others 16 Quote Link to comment Share on other sites More sharing options...
-HP- Posted April 11, 2017 Report Share Posted April 11, 2017 Cool stuff, you using custom normals? I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay. I'd be curious to see it with less information on the color map, the tips of nearly ever leaf are getting too bright, resulting in a tad noisy look. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. Just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them. More often than not all you need is big gradients, not detailed leaf textures. On 3/19/2017 at 6:31 AM, grapen said: By no means anything special. I'm just happy I managed to texture a model entirely in SD. One year ago I could barely make and texture a cube. The prospect of where I'll be in another year from now excites me Cool shit, here's a tip, add a trim decal to where the edge of the trim meets the wall, to ease off the transition of both materials. grapen, Fnugz, Vorontsov and 3 others 6 Quote Link to comment Share on other sites More sharing options...
grapen Posted April 11, 2017 Report Share Posted April 11, 2017 Just now, [HP] said: Cool stuff, you using custom normals? I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay. I'd be curious to see it with less information off the color map, the tips of nearly ever leaf are getting too bright. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them. Thanks for the feedback and tips! Yeah I'm not too happy with the custom normals, they could be better but I haven't figured out how yet :/ I still got a lot to learn there. I see what you mean with the tiling, I used Blenders particle system to disperse the "branches" super quick, but for some reason the particle alghorithm refuse to disperse them evenely despite claiming it will. I could go in and move some objects by hand though! I hand painted the textures so I thought it would make a cool effect with the bright tips, but you are probably right, I'll experiment with them. Quote Link to comment Share on other sites More sharing options...
-HP- Posted April 11, 2017 Report Share Posted April 11, 2017 Don't overthink the custom normals, just make a sphere around the mesh and transfer the normals of the sphere onto your bush! This trick works for 99% of the foliage. grapen 1 Quote Link to comment Share on other sites More sharing options...
grapen Posted April 11, 2017 Report Share Posted April 11, 2017 Just now, [HP] said: Don't overthink the custom normals, just make a sphere around the mesh and transfer the normals of the sphere onto your bush! This trick works for 99% of the foliage. Super quick edit with the leaf tips, it looks a lot better I agree: -HP-, hgn and WD 3 Quote Link to comment Share on other sites More sharing options...
-HP- Posted April 11, 2017 Report Share Posted April 11, 2017 Yeah you got it, usually less shit on the colormap makes foliage looks better, cos it gets repeated a lot. PS. Even the normal map, usually I just blur the shit out of the normal map so it's smoother and reduce the intensity to like 50% or less. grapen and Radu 2 Quote Link to comment Share on other sites More sharing options...
grapen Posted April 11, 2017 Report Share Posted April 11, 2017 24 minutes ago, [HP] said: Yeah you got it, usually less shit on the colormap makes foliage looks better, cos it gets repeated a lot. PS. Even the normal map, usually I just blur the shit out of the normal map so it's smoother and reduce the intensity to like 50% or less. Did you make the hedge in Oasis by the way? Got inspired to change my model again after seeing it Quote Link to comment Share on other sites More sharing options...
-HP- Posted April 11, 2017 Report Share Posted April 11, 2017 heh, nope, Dion makes all our foliage. :] grapen 1 Quote Link to comment Share on other sites More sharing options...
cashed Posted April 12, 2017 Report Share Posted April 12, 2017 @grapen I cant unsee these lines Radu, text_fish, blackdog and 2 others 5 Quote Link to comment Share on other sites More sharing options...
grapen Posted April 12, 2017 Report Share Posted April 12, 2017 (edited) 1 hour ago, cashed said: @grapen I cant unsee these lines Hehe yeah I know, open source algorithms will go in and fix them by hand tonight! Edit: while doing this I noticed two stray verts had found their way into my reference branch, jacking up the total tri count by 33%. Crisis averted. All is well that ends well. Edited April 12, 2017 by grapen Freaky_Banana, poLemin, Radu and 10 others 13 Quote Link to comment Share on other sites More sharing options...
Thewhaleman Posted April 16, 2017 Report Share Posted April 16, 2017 IT WORKS! Sorta....I might make the scoreboard work, but it seems like a nightmare that can easily sink a lot of time into and get me no where... -HP-, JSadones, Roald and 30 others 33 Quote Link to comment Share on other sites More sharing options...
Dillonbarba Posted April 20, 2017 Report Share Posted April 20, 2017 oh please tell me there are chicken sound effects when shot. blackdog, the0rthopaedicsurgeon, Fnugz and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Pericolos0 Posted April 23, 2017 Report Share Posted April 23, 2017 On 3/8/2017 at 11:37 AM, grapen said: I recently discovered by accident that checking Auto Smooth in mesh properties will give you the same effect when you mark sharp edges, so no need to edge split at all. Auto Smooth will only apply to the faces you have marked as smooth. Blender is a conundrum to me sometimes. Not sure if this is useful to anyone, but I figured I'd mention it just in case. I just set auto smooth to 180 degrees. Whole model will be smooth except for the marked edges. No need for a modifier :). Coming from Maya figuring this out was confusing lol, but I think I actually like the tight control over hard edges in Blender more! grapen 1 Quote Link to comment Share on other sites More sharing options...
grapen Posted April 25, 2017 Report Share Posted April 25, 2017 (edited) More random stuff. Patinated copper downpipe with faux gold trim. Edited April 25, 2017 by grapen FMPONE, tomm, 'RZL and 4 others 7 Quote Link to comment Share on other sites More sharing options...
Thewhaleman Posted April 29, 2017 Report Share Posted April 29, 2017 (edited) Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..) Edited April 29, 2017 by Thewhaleman Freaky_Banana, Squad, Vorontsov and 16 others 19 Quote Link to comment Share on other sites More sharing options...
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