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Old 30-11-2009, 05:45 PM   #11 (permalink)
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Quote:
Originally Posted by Psylo View Post

An advice for those who haven't started lowpoly yet : 1024*1024 map is very small for a big prop like this one. It's kinda hard with small details.
If it were easy then it wouldn't be a challenge would it ?
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Old 01-12-2009, 06:29 AM   #12 (permalink)
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Nice start, I like the colours, it's slightly Ratchet & Clank like which is a good thing
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Old 01-12-2009, 06:41 PM   #13 (permalink)
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Still working on diffuse (I will finish it tomorrow) :



I have a small preview problem with Marmoset :

As you can see in the screenshot I have a problem with the joint between elements (like a super aliasing, it's clearly visible on the blue cylinders at the bottom). It appears when I reduce the FOV in Marmoset. Is it a know Marmoset problem or is it a special gift from my graphic card ? :-/

Anyway if I have enough time I think I will do the final render in Unreal Engine for the Glow map support.
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Old 01-12-2009, 07:13 PM   #14 (permalink)
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I haven't used marmoset but that looks like the object is too small for marmoset to be able to draw sharp lines where objects intersect. At least I think it's too small, I know max can display the same error like that sometimes and I think it's when you're working at too small scales... The only thing I can think of that would fix it would be to scale it up, reset xform and then export it again. Probabl won't work but it's the only thing I can think of
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Old 01-12-2009, 08:29 PM   #15 (permalink)
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Normally, I don't think I would like that blue color on a turbine engine, but it works well. it looks like it could be coolant made to absorb the extreme heat. It would be nice if you could give an animated texture effect later to make the "coolant" appear to be circulating throughout the machine.

I think that the rings around the main cylinders should be another color though. Not grey, blue, or copper, but maybe a darker grey or possibly a red. That would help to define the separate pieces of the engine and add a little more diversity to the palette. Of course, this is all just my opinion.
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Old 01-12-2009, 09:48 PM   #16 (permalink)
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I have an issue with marmoset too but its with my nosecone, the extrem tip of it has a white spot for some reason but it shows up nowhere else
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Old 02-12-2009, 10:43 AM   #17 (permalink)
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Urgaffel you were right about the scale problem. But it was the inverse the mesh scale was too big for Marmoset. By reducing it to 25% it fixed the problem (my turbine was 400 unit in max which is quite big). Thanks for pointing the good way to fix it

@Polygoblin : thank you too for your com this is a good idea I will try it today and also try to improve my texturing (I think it actually looks too flat after a night off).

@HellraizerHHH5 : Does the problem persist if you change the light position? it looks like a normal problem to me. Without a normal map (just diffuse) in Marmoset do you still have this white cone?
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Last edited by Psylo; 02-12-2009 at 10:47 AM.
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Old 02-12-2009, 08:02 PM   #18 (permalink)
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diffuse / spec / glow (not really visible here) / normal done.

I made some test with Xoliul Shader (visible here) tomorrow I will probably make some Unreal Engine tests.

It's a bit too shiny and the texture is a little bit blurry I will fix that too

C&C welcomes !

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Last edited by Psylo; 02-12-2009 at 08:06 PM.
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Old 03-12-2009, 10:03 AM   #19 (permalink)
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Like you said, it's a bit too shiny but apart from that it's looking pretty nice. Maybe add a reflection mask so you can control which bits are reflective etc. Are you going to add a glow map to the blue bits?
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Old 04-12-2009, 01:06 PM   #20 (permalink)
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Final work submitted. I did final screengrabs with 3dsmax Xoliul Shader. It's nice but the glow map miss a bloom effect

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Last edited by Psylo; 04-12-2009 at 03:17 PM.
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