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3 Dimensional Chat / Table and other classroom stuff.

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Isocadia
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Posted: 4th Nov 2009 18:56
Well, I made a table for my class room pack I want to make, but I don't know what to add in the high poly, this is the low poly:



So if you know something that should be added, please tell me cause I'm inspirationless.

Isocadia
Asteric
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Posted: 4th Nov 2009 19:05
If this is a wooden desk, you could do a sculpt if you have the program to do so, add some errors in the wood, chips and dents etc.

mike5424
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Posted: 4th Nov 2009 19:33
instead of using blender to render it try something else... like truespace.

and it needs a texture.

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Mike5424
Isocadia
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Posted: 4th Nov 2009 20:14 Edited at: 4th Nov 2009 20:17
Well, this was just a basic materail I added, didn't like plain grey, but the desk is made of wood, and the structure of metal.

And yes I have a moddeler, ZBrush, but someone once told me you can't normal map a overhang. But what I thought was making liek bolts or something where the table is attached to the frame.

And why wouldn't I use blender to render?? Is truespace better or something??

Isocadia

PS: And its gonna have a texture, just need to make them.

PPS: How do I make uv's overlap perfectly, cause I have 2 symetrical parts and to save space on the uv I would like them to overlap.
Ultimate_H
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Posted: 4th Nov 2009 20:39
@Extra detail:
I usually remember desks like that(at least where I'm from) having holes and scratches dug into the surface by a bored student's pencil.

@Perfect overlapping:
I believe you can weld UV vert's together in blender's UV editor. I haven't used it much, but I think I remember being able to do that.

mike5424
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Posted: 5th Nov 2009 19:59
Quote: "
And why wouldn't I use blender to render?? Is true space better or something??"


blender is better for modeling but the rendering isn't that good.

if you are going to continue using blender to render then at least go to world settings and press shadeless. it turns off the shadows. on something like your desk it would look one hell of a lot better

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Mike5424
Isocadia
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Posted: 6th Nov 2009 18:09
Well, I just found a problem, I made a low poly table in blender, exported it to obj. Imported into ZBrush and made the high poly, the only problem now is that when I export from Zbrush and import into blender, the table is not at the same place and is not of the same size, how would I fix this.

Isocadia
Asteric
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Posted: 6th Nov 2009 18:18
Try importing the low poly again to Zbrush, make no no changes, and export it, and load it in.

Isocadia
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Posted: 6th Nov 2009 18:28
K, I will try that.
Isocadia
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Posted: 7th Nov 2009 09:24
Well, Right now I'm trying to texture this, but I don't know what kind of metal I should use, just leave it plain stainless, make it painted black or kinda brown greyish??

Isocadia
Isocadia
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Posted: 7th Nov 2009 10:14
Srry for triple post. But this is where I am right now, don't know whats wrong with metal texture, maybe overdid the clouds effect??



Well, tell me what you think and what coudl be imrpoved ( still gonna add some pen drawings on table, bored students xD )

Isocadia
mike5424
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Posted: 7th Nov 2009 10:46
the metal texture is..... to brown...

if you want to learn how to do a really good metal texture goto henrysfps.com click tutorials then metal texture.

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Mike5424
Isocadia
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Posted: 7th Nov 2009 13:22
Well, I fixed the brown thing, right now they are grey but they will get a little bit if color, I only want to know which of these 2 have the most potential:



or this one:



Isocadia
mike5424
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Posted: 7th Nov 2009 20:14
2nd one

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Mike5424
Asteric
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Posted: 7th Nov 2009 20:15
Tip, visit www.cgtextures.com

find some metal pictures, then overlay them onto the metal parts of your texture, change the opacity and blending option for optimal results.

Isocadia
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Posted: 8th Nov 2009 17:59
@Asteric: Nah, want to make all my textures by my self.

@mike: K, will start working in that one.
AndrewT
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Posted: 8th Nov 2009 18:17
Quote: "blender is better for modeling but the rendering isn't that good."


Blender is great at rendering, and don't turn off shading, just disable shadows in the lamp settings. Also, turn on AO in the world settings.

i like orange
Asteric
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Posted: 8th Nov 2009 18:27
Very well, but just a note, commercial games use picture overlays, helps make things look more realistic.

Isocadia
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Posted: 9th Nov 2009 17:34 Edited at: 9th Nov 2009 17:56
Picture overlays?? Could you explain.

And I will turn on shadow again, its just that someone told me to not make shadows few post earlier.

Edit: Where is the AO button in world settings??

Edit: With the new settings ( exept AO ) this is what it looks like:

Quik
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Posted: 9th Nov 2009 19:50
metal is weird and wood is too shiny (guess u need a specular map to fix that) overall it looks good, not brilliant but good^^


[Q]uik, Quiker than most
Isocadia
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Posted: 10th Nov 2009 09:11
Well, What I did was turn of shadows on the object, then Adnrew said not to do it and instead turn of shadow in lights, this is what I get when doing that. And could you explain specular map??

And right now, the metal is way to stretched, so right now I'm redoing the uv.

Isocadia
Quik
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Posted: 10th Nov 2009 09:56
iam sorry but i cannot explain it too well =/ i will just hope someone else is kind enuff to explain it^^


[Q]uik, Quiker than most

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