Model pimpage Thread

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Re: Model pimpage Thread

Postby Ich 666 on Fri Jul 13, 2012 12:37 pm

Happy, i suggest you should work on the texture a bit more. Your material definition makes the drum look more like a rock then a metal part.
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Re: Model pimpage Thread

Postby marks on Sat Jul 14, 2012 7:45 pm

PaulH wrote:I got a bit fed up of Max producing bad results when baking out maps.


Then you were doing it wrong. Max bakes quality is decently higher than XNormal's if you set it up correctly.
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Re: Model pimpage Thread

Postby Armageddon on Sat Jul 14, 2012 7:55 pm

Would you like to tell us how to set it up correctly? Mine always turn out grainy too.
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Re: Model pimpage Thread

Postby PaulH on Sat Jul 14, 2012 8:10 pm

marks wrote:
PaulH wrote:I got a bit fed up of Max producing bad results when baking out maps.


Then you were doing it wrong. Max bakes quality is decently higher than XNormal's if you set it up correctly.


It's quite possible, but then after struggling with it for a while I went with the simpler option, the guys at work recommended XNormal and it's not done me wrong so far
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Re: Model pimpage Thread

Postby Black_Stormy on Sat Jul 14, 2012 9:39 pm

Armageddon wrote:Would you like to tell us how to set it up correctly? Mine always turn out grainy too.

Grainy means you've got the "passes" or "samples" set too low. The AO bake calculates light bounces, just like a raytrace renderer. The more bounces it, or calculations, it performs, the clearer the image is. So look for some setting like that. it may be called passes, traces, raytraces, layers, samples, calculations or some variation (or some stupid HURR 3DS IS HARDCORE AND MAKES UP NAMES name). Blender calls it "samples" and the setting can be found under the general render settings AO tab. Maybe 3ds is similar?
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Re: Model pimpage Thread

Postby Garrador on Mon Jul 23, 2012 8:45 pm

You should explode the model before doing the (normal) bake. Only bake assembled on AO and such.
Also, to get good/great normals you almost always have to fix them up in photoshop afterwards to remove some aliased and wavy edges (often on cylinders), or pump the settings on sampling so high that it will take more time anyways.
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Re: Model pimpage Thread

Postby StefanC19 on Fri Jul 27, 2012 10:33 am

marks wrote:
PaulH wrote:I got a bit fed up of Max producing bad results when baking out maps.


Then you were doing it wrong. Max bakes quality is decently higher than XNormal's if you set it up correctly.


agreed. I never have these problems and if I do its a mistake I made. Maybe you're doing it wrong :?:
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Re: Model pimpage Thread

Postby WhiteDevil on Sat Aug 04, 2012 7:10 pm

My first try at baking normal maps.
I ran into some weird errors along the way and had to remake the low poly model but I think I nailed it quite well this time. 700 tris with ao map and normal

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Re: Model pimpage Thread

Postby WhiteDevil on Sun Aug 05, 2012 8:58 pm

Textured now with some overly top blood :)

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Re: Model pimpage Thread

Postby Epifire on Mon Aug 06, 2012 12:30 am

Blood looks almost stained into the blade in a way, but it still looks good. The materials all blend well and look real. I think you captured that grainy look really well with what looks to be a subtle secular map.

Just a project for the portfolio, or are you using it in a project? That could pass as a good view model for a melee weapon if you ask me.
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Re: Model pimpage Thread

Postby Sathor on Mon Aug 06, 2012 6:13 am

Looking really good, except for the blood. I doubt blood would spread so thin like on your blade. I think it would be rather more defined at the edges, and smeared perhaps where it goes thinner, but not so half transculent.
The blood should be over the blade like it has come from the typical movement of the blade into meat ... somehow

But then, I am no butcher!
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Re: Model pimpage Thread

Postby WhiteDevil on Mon Aug 06, 2012 1:40 pm

Yeah I'm no butcher either but that blood started to bother me aswell. I'll see if I can get the blood looking more uhh.. blood like.

Epifire wrote:Just a project for the portfolio, or are you using it in a project? That could pass as a good view model for a melee weapon if you ask me.

Yep Its going to be a view model
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Re: Model pimpage Thread

Postby marks on Tue Aug 07, 2012 8:54 am

The blood is far too red. Dried blood is more of a brown colour. Also the edges of the blood spatters are far too soft. Check http://cgtextures.com/ under the "Splatter" category for some good examples.
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Re: Model pimpage Thread

Postby WhiteDevil on Tue Aug 07, 2012 2:38 pm

The blood is way much better now. I might even call this finished.
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Re: Model pimpage Thread

Postby no00dylan on Tue Aug 07, 2012 3:47 pm

Yeeeesssss that does look more like the ones in my basement.
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