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Old 30-03-2008, 07:49 AM   #11 (permalink)
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*Peers around*

Kinda dead here, isnt it? Well.. guess it's so well made that none can crit it then

Heres a small update.. now, everything you can see on the picture has been textured. It's not done yet, so will be adding tons of small details 'til I no longer can think of something. Examples of what's to come is a company logo on the left side, and small holes (those kinds which can be found where fans are placed) on the right.






I'm quite satisfied with how this is coming along.. Guess I'll have to give a great big Thank you to Doylle for teaching me his way of creating specular maps. Which enabled me to further experiment in texturing and greatly improve.. Well, atleast that's my opinion

Cheers!
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Old 18-08-2008, 10:13 AM   #12 (permalink)
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Found this old thread and thought I could update it a bit.. Not really working on any projects at the moment, simply jumping between loads of em, and digging up old stuff

Thought I'd just show what I've been up to lately..


BMW 6 Series - Coupé





I know, it isn't really that great.. jut trying to practice my highpoly modeling while keeping myself busy

I think I'll need to clean up the meshflow quite a lot as I'm finished with this one.

Mailbox Scene



The mailbox from the STC. Thought I'd try creating an environment with it as a center-piece.. but the Z-buffering screwed that idea up.. think I might continue with it later though.. bringing it into UT3 or something


And right now I'm working on the Well for this weeks STC. Decided to continue working on the texture.. will be back with an update on that one later

Cheers!
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Old 18-08-2008, 11:35 AM   #13 (permalink)
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The BMW does look nicely accurate and smooth, though I think you're using too many tri's for a true highpoly car. I only really use those to create creases that pop up (like on the side, those are fine). Try to get rid of those around the headlights and intakes, and especially the one near the rear wheels (although i guess that's still very wip).
I like your mailbox texture, maybe a bit more spec for the metal parts. Oh and the grass isn't z-buffering; it's the draw order of 3DS Max. A thing like that can only really by solved by coding an efficient way of sorting non-opaque shaders (up to Autodesk, and I bet it's no priority).
Oh and don't put that grass in a grid, it looks silly Just shove em together more randomly.
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Old 18-08-2008, 12:03 PM   #14 (permalink)
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Thanks Xoliul, I'll try to get rid of those triangles. And aye, the rear part is a heavy WIP, just bridged the area to get kind of an idea how they should be connected

About the mailbox, I could prolly upp the specc a lil' bit, but I don't want to go overboard with it. And yea.. the horrible grass.. I just made a quick test to see if it worked

Z-Buffering, Draw order & Dx stuff.. oh my, that thing really gets me confused.. only thing I know atleast is that I'll have to get it into a game-engine to fix it.

/Edit: Got an update on the well. Still WIP though, thinking I might make a medieval'ish scene with this one instead of the mailbox

Not sure if I should start any big projects though.. in that case i'll prolly make some props and then put em together, creating a scene for that if it turns out well.. or I might just end up working on another project and leaving this on hold.. as I usually do *ponders*



Cheers!

Last edited by Tiros; 18-08-2008 at 12:46 PM.
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Old 18-08-2008, 12:56 PM   #15 (permalink)
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I like how sharp & crisp your textures are. Do you sharpen the renders or the textures themselves, or is it Doylle's shader's new sharpen option? Or something else?
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Old 18-08-2008, 01:01 PM   #16 (permalink)
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Once I'm done with the textures, or just want to have a look at em, I save my textures into their separate maps from my psd, then open em up and sharpen them.. usually I give the specular a sharpen pass, and the diffuse a sharpen pass with 50-75% fade.. but that depends on how sharp they already are though.

And for the renders, for this one I gave it sharpen with 25% fade (Meaning it's effect is only at 25% of the original). But sometimes I don't.. depends on the outcome aswell. This one was kinda lowres as it's such a big object for a 1024x1024, so I had to sharpen it a little

And nope, I didn't use Doylle's Sharpen thingy for the shader.. never tried it really, should give it a go though.
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Old 18-08-2008, 01:26 PM   #17 (permalink)
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Tiros, i am liking the well you have made a vast improvement on you first try with leafs and moss, keep it up.
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Old 18-08-2008, 01:31 PM   #18 (permalink)
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First try? Bah, I just ran out of time!

Well, I'll work a bit more on this later.. but for now I'll be taking a break (For a few hours that is) and watch a bit of animé

/Edit: back again, and spent some time modeling and lurking around.. Started working on a building for the scene and made a rough sketchup of it.. I know, it's not really looking that great, but I want to know where I'm heading with this. So any crits on the layout would be greatly appreciated



The well doesn't look very "well" positioned atm.. but I'll move it as I progress further

Cheers!

Last edited by Tiros; 18-08-2008 at 08:03 PM.
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Old 19-08-2008, 09:36 PM   #19 (permalink)
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Update on the building!





And that's it for today.. Now, time for some animé and then I'm off to bed.
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Old 19-08-2008, 09:46 PM   #20 (permalink)
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The house is looking great, you inspired yourself with Oblivion didn't you?!

Awesome, keep up!
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