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#11 (permalink) |
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Artist
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Well, I've spent hoooours on this. I'm not really sure whether or not a dumpster is -supposed- to take hours, but it has. Granted, this is my 3rd or 4th model, so I suppose it's bound to take some time.
Engine: N/A Model: 3DS Max Texture: Photoshop (1024x1024) Polygons: 67 Maps: Diffuse Normal (Generated using heightmap) (No specular map, yet, but that's coming eventually.) ![]() ![]() ![]() ![]() I bake Ambient Occlusion, but it didn't do me any good. It just made a 'mask' basically, where all my pieces were pure white and everything else was pure black. Not sure what I did wrong, but I ended up using that AO 'mask' to bring my corners out a little bit with some internal glow / black / lower opacity in Photoshop. Anyway, if anyone can come up with any CC, I would really appreciate it. |
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#12 (permalink) |
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Artist
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try sampson´s tutorial for the AO part, its simple and works at least for unique/unshared uv´s:
http://www.game-artist.net/forums/su...usion-max.html maybe you could improve realism by beveling some edges and adding normalmap details to them, and generally by a bit stronger and richer use of normalmap details? at the moment i find its too flat and lowpoly-looking (lowpoly is good but lowpoly-looking is bad) so i´d probably try to increase its "thickness" too nice reference: Meshforum 2006 on Flickr - Photo Sharing! additionally please think about your presentation, like a proper lighting with viewport shaders or putting it in a unrealengine3 or cryengine2 level for example. currently in your shots lighting is non-existent which isnt eye-pleasing at all (making your work seem worse than it probably is)
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working on TACTICAL ASSAULT (Graphic Artist, UI) |
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| The Following User Says Thank You to kYo For This Useful Post: |
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#13 (permalink) |
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Artist
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Thanks for the feedback, kYo. The tutorial about AO's will, likely, be incredibly useful.
I'll definitely use the tip on Normal Map details. I used a height map to make the normal map, so I lost some details that probably could have been done better by creating a hi-poly version for the normal map. (At least when it comes to the bevels in the front of the dumpster.) As far as lighting goes, I used 3 omnis and doylle's viewport shader for normals. His shader allows for the object to react to one light, but I honestly didn't realize my presentation method wasn't just fine until you told me. Thanks a lot for that. I'll look into dropping my WIPs into a game engine from here on out, and I'll check out some tuts on a better lighting rig for presenting my screen-grabs. |
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#14 (permalink) |
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Artist
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thanks for thanksbutton ^^
if you´re in max 2008 or later, feel free to download my example 3-point lighting and scene setup also with doylle´s shader. posted here below the images: http://www.game-artist.net/forums/sp...html#post71387 if you take a look you may want to tweak it a bit to your needs and of course bake your own ground AO map for each object, but is most likely the faster alternative to the game-engine way
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working on TACTICAL ASSAULT (Graphic Artist, UI) |
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#15 (permalink) |
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Artist
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Thanks, dude. I wish I could get at that file, but my version of Max won't open it. I'm running 3DS Max 9 and it keeps saying: File Open Failed: <path>/tirescenebykyo.max.
Edit: This is a version error on my end, not a problem with Kyo's files, just to clarify. I didn't realize it wouldn't work in 9. Last edited by virtualalias; 12-06-2008 at 12:27 AM. |
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