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Old 30-12-2007, 07:02 PM   #1 (permalink)
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V22 Osprey

Hey there,

finally got some decent renders out of vray which i think are postworthy. This is my latest work, the V22 Osprey from Boeing. Camouflage Version. The Triangle Count is 5344.

Looking forward to hear your thoughts!







Textures & Wireframe:


Best regards,
rascal !
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Old 30-12-2007, 10:35 PM   #2 (permalink)
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Wow, thats very good. No critic here, this is excellent.
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Old 31-12-2007, 01:25 AM   #3 (permalink)
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Looks very nice. I love the texture, you got some nice details in there. However, 2 2k textures is probably overkill. I'm not sure, but i don't think you have a specular map to, you realy want to add that one if you're thinking about getting this baby ingame... (ETQW pops in my mind for some reason )
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Old 31-12-2007, 02:56 AM   #4 (permalink)
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yea I agree about the texture sizes, 2 1024's should be sufficient. looks pretty tight mate.
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Old 31-12-2007, 07:31 AM   #5 (permalink)
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lovely presentation. I like the camo style too
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Old 31-12-2007, 11:10 AM   #6 (permalink)
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Looks fantastic. The texture really brings it alive from a very low poly base mesh. All I comment on are the windows that look a little strange from some directions, but windows are very hard to do.

I'm sure there are already specular maps there? Or maybe that's just the loveliness of Vray.

Great work!
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Old 31-12-2007, 12:32 PM   #7 (permalink)
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thanks a lot mates!

Besides the diffuse there is 3 bumpmaps on it. Concerning specular map(s), there is not any on it. Vray does not seem to know of specular maps (which is very strange indeed), or at least not that i know how, so all i was doing was giving some general "reflection" to the model. Of course, for the case i put this ingame somewhere, i would add an specular map too! Btw. if any mod wants to use it i would be glad to give it to them.

On the windows i tried to make some kind of illusion depth which is why they are extruded inside a bit.


then on the top i put the transparent shape of the glas with a light reflectionmap.

First i had the windows not even on the 3D model so that i just wanted to let them display via the texture but this looked very strange so i decided to model them in as described above to give them a more stable framework and look.

Last edited by rascal; 31-12-2007 at 12:36 PM.
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Old 31-12-2007, 01:23 PM   #8 (permalink)
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O.o Very nice. Love the details on the forward fuselage.

One thing that seemed strange to me though, the texturing on the rear vertical stabilizers is a little too weathered, makes it seem of a different material...

Or... maybe its just me.
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Old 31-12-2007, 04:02 PM   #9 (permalink)
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Quote:
Originally Posted by rascal View Post
thanks a lot mates!

Besides the diffuse there is 3 bumpmaps on it. Concerning specular map(s), there is not any on it. Vray does not seem to know of specular maps (which is very strange indeed), or at least not that i know how, so all i was doing was giving some general "reflection" to the model. Of course, for the case i put this ingame somewhere, i would add an specular map too! Btw. if any mod wants to use it i would be glad to give it to them.
Vray is actually smarter than to use Specular maps
You see, the classic specular is a reflection of lightsources only, something which is impossible in real life, but can work convicing enough in 3D. Vray just goes all the way in realism, and allows for two factors to be adjusted: overall reflection level, and reflection glossiness (blurriness). Set the glossiness down from 1,0, and you'll start getting blurry (& grainy if you don't up the sample quality) reflections. If you want to achieve the standard specular look with Vray, just use your specmap as reflection map, set the glossiness to about 0,5-0,7, and up the reflection samples to at least 16, 20 should be adequate for final renders.

Anyway, as said, nice work with this, i like the detail you have going on in those textures. Some renders give me the impression the cockpit area is a bit boxy, but I should compare it to some ref first before making claims like that
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Old 31-12-2007, 04:36 PM   #10 (permalink)
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Thanks a lot Xoliul!! I was not able to find any tutorial explaining that matter so that is really really helpful information and i will give it a try later on!
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