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Old 16-08-2010, 10:06 AM   #1 (permalink)
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video games modeling portfolio

hi everyone this is my new realtime render from 3ds max 2009 viewport
i used 3* 2048 textures painted in photoshop (no light map )
i used vertex paint to simulat the AO and the soft shadow in the scene
i used 1 directional light to similat the sun light and 2 omni light as a bounced light

i did not use any normal or speclar maps in this scene
hope you like it
thanx c&c are welcome








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Last edited by badr_douah; 16-08-2010 at 11:47 AM.
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Old 16-08-2010, 11:38 AM   #2 (permalink)
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Thats a really nice piece. I love the simplicity of it and the texturing is really great. Nice attention to detail.
I have a few gripes though:
Why not use normal and spec maps?
Why did you not smooth some polys? for eg. the bevels on the curbs
Also, for in-game it might be too high poly. Some of the rubble work that you've modelled into some parts could have been done with the texturing. oh and that would be expected to be done using 1* 2048 texture map, possibly lower res aswell.
Small gripes compared to the overall quality though, good work!
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Old 16-08-2010, 01:32 PM   #3 (permalink)
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Looks solid mate but I don't see the need for so much wireframe.

You can float most of the geometry in the scene, instead of building it all into each other. It will save you hassle and time, and will be more optimized for a game engine.

Few other things,

- Divisons on your alpha fence, could get rid of them and maybe keep one in if you want to break the straight angle
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Last edited by Elliott; 16-08-2010 at 01:35 PM.
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Old 16-08-2010, 03:18 PM   #4 (permalink)
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Originally Posted by Elliott View Post
Looks solid mate but I don't see the need for so much wireframe.

You can float most of the geometry in the scene, instead of building it all into each other. It will save you hassle and time, and will be more optimized for a game engine.

Few other things,

- Divisons on your alpha fence, could get rid of them and maybe keep one in if you want to break the straight angle
Totally agree i think there is a misunderstanding about the way the lighting works inside a game engine.

Take a look at some free commercial assets inside Udk as a reference, anyway good work
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Old 16-08-2010, 03:20 PM   #5 (permalink)
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Originally Posted by ciaranb View Post
Thats a really nice piece. I love the simplicity of it and the texturing is really great. Nice attention to detail.
I have a few gripes though:
Why not use normal and spec maps?
Why did you not smooth some polys? for eg. the bevels on the curbs
Also, for in-game it might be too high poly. Some of the rubble work that you've modelled into some parts could have been done with the texturing. oh and that would be expected to be done using 1* 2048 texture map, possibly lower res aswell.
Small gripes compared to the overall quality though, good work!
hi ciaranb
thanx for your reply
i did not use normal and specular maps in the scene because this functionality does not exist in 3ds max 2009 viewport , i tried to use metal bump 9 as a shader that can support normal and spec map in max viewport but it deactivate the dynamic light in the scene automaticly i don't know why .

thanx
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Old 16-08-2010, 03:57 PM   #6 (permalink)
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[quote=Elliott;125629]Looks solid mate but I don't see the need for so much wireframe.

You can float most of the geometry in the scene, instead of building it all into each other. It will save you hassle and time, and will be more optimized for a game engine.

Few other things,

- Divisons on your alpha fence, could get rid of them and maybe keep one in if you want to break the straight angle[/QUOTE
hi elliott
thanx for your reply
about the division of the alpha fence actually i cant get rid of them i need those polygons to save the space in the main texture
thanx
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Old 16-08-2010, 04:05 PM   #7 (permalink)
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Originally Posted by Kuki View Post
Totally agree i think there is a misunderstanding about the way the lighting works inside a game engine.

Take a look at some free commercial assets inside Udk as a reference, anyway good work
hi kuki
first thanx for your reply
sur kuki i will give it a visite can you please give me a link
thnx
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Old 17-08-2010, 02:01 AM   #8 (permalink)
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Originally Posted by badr_douah View Post
hi ciaranb
thanx for your reply
i did not use normal and specular maps in the scene because this functionality does not exist in 3ds max 2009 viewport , i tried to use metal bump 9 as a shader that can support normal and spec map in max viewport but it deactivate the dynamic light in the scene automaticly i don't know why .

thanx
If you're looking for a real time shader for max, I (as well as many others on this site ) would have to recommend Xoliul's shader: http://www.game-artist.net/forums/su...rt-shader.html

with this you'll be able to display diffuse, normal, spec and many more right inside your viewport.
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Old 18-08-2010, 08:49 AM   #9 (permalink)
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if you are trying to show off the realtime aspect of this while still using normal maps and spec you should consider throwing this scene into UDK (which is free and extremely powerful) or marmoset which is also free and quite popular. That way you can boast that your work is in a game engine. Otherwise the scene looks really nice. Very clean and simple, but shows off your texturing work nicely!
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Old 19-08-2010, 02:43 PM   #10 (permalink)
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Originally Posted by dermaeher88 View Post
If you're looking for a real time shader for max, I (as well as many others on this site ) would have to recommend Xoliul's shader: http://www.game-artist.net/forums/su...rt-shader.html

with this you'll be able to display diffuse, normal, spec and many more right inside your viewport.
hello dermaeher88
first thanx for your recommendation
i tried the Xoliul's shader it look nice and professional but i can't find the normal bump intensity and that is a big problem
anyway thanx friend
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