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3 Dimensional Chat / Freebies + Crits

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SJHooks
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Posted: 20th Mar 2010 20:17 Edited at: 20th Mar 2010 20:17
Okay, I recently finished up translating some photoshop tutorials to gimp (as in translating the workflow), and I decided to make a few things. The "things" I made looked unrealistic (to me) so I decided to post them on the internet as freebies:
Included is an old M9 BAYONET I once already posted on this forum, a METAL BARREL, and a WOODEN BARREL. Tell me if the .rar files don't work or if there's something wrong, I'm still getting used to making them. And lastly please, please crit on the stuff. The reason I posted this is because I thought my textures looked unrealistic and somewhat cartoonish, so it'd help a lot if you guys tell me what I can improve on. Thanks -SJHooks.

Typos, can't live with em, but somehow I do
Camouflage Studios
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Posted: 20th Mar 2010 22:49 Edited at: 20th Mar 2010 22:51
wow they actually look very good, I especially like the knife, altough it could use some damage, try using a hard dodge brush to add in scratches and use a low opacity burn with grunge brushes would you mind sharing these tutorials?

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SJHooks
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Posted: 20th Mar 2010 23:11 Edited at: 20th Mar 2010 23:25
@Camoflage Studios thanks, I would've tried the grunge brush thing, but I'm still no good at that, plus I'm so much of a pansy when it comes to legal issue, which makes me usually resorting to making grunge brushes myself by just using a the airspray tool on random places and changing the alpha curve... this tut. The tuts for the wood were just random youtube video tutorials except using photoshop, and the metal one is actually something that I posted on this thread. PS, the knife is mostly made from a somewhat combo of the flat, rusty type of metal, brushed metal, noisy metal, and noisy/brushed wood.

Typos, can't live with em, but somehow I do
Camouflage Studios
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Posted: 20th Mar 2010 23:25
well, most of the time, you just have to give the user credit, I believe Prowler or Predator??? on Deviant Art has an excellent set if grunge brushes

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henry ham
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Posted: 21st Mar 2010 02:36
good to see you posting some of your work mate i really like the metal barrel it looks good just needs a logo to make it look great

cheers henry

SJHooks
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Posted: 21st Mar 2010 03:35 Edited at: 21st Mar 2010 03:36
Oh, I just realized what I forgot to do for the wooden barrel, (but won't bother fixing, I'll probably just make another barrel some time). I forgot to clone the good parts of the planks (usually the top and bottom parts) on to the middle with a fuzzy circular or squarish brush. That usually replaces that weird looking detail with better looking ones, but it'll all still look unrealistic... perhaps because those inner ridges of each plank are too spread apart... Anyways, thanks Henry, but I don't really understand by where you mean to put the logo. Like a big logo in the middle center of the barrel that looks likes its been punched in by a machine when it was being created? -SJHooks

Typos, can't live with em, but somehow I do
Asteric
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Posted: 21st Mar 2010 03:55
Looks nice, but on the barrels the normals are doing almost nothing, may need to redo them.

SJHooks
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Posted: 21st Mar 2010 05:16 Edited at: 23rd Mar 2010 04:20
@Asteric, I'm not sure, it could just be the insufficient lighting that I put around the models (most of the visibility of the models comes from an ambient occlusion). Perhaps I should look for some rendering tutorials or get a game engine that can render well -SJHooks

Asteric
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Posted: 21st Mar 2010 05:48
The small details are pooping fine, but the larger details are struggling to pop in the normals. Perhaps next time to a high poly for an Ao and normals bake, should help a lot, especially for large detail normals.

SJHooks
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Posted: 21st Mar 2010 07:05 Edited at: 23rd Mar 2010 04:20
Quote: "Perhaps next time to a high poly for an Ao and normals bake"
I get the baking normal part (which I'm not really that good at), but the AO part? I only thought AO's were to make certain shading stand out in the diffuse rather than using lighting, and I'm not entirely sure how to apply one (but baking the AO is something I do know how to do; I only use the AO for the quick selecting parts of UVMap that I want to texture using a magic wand tool. EDIT: Um, when you make the high poly, do you start from scratch, or do you duplicate the low poly and edit that?

Asteric
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Posted: 22nd Mar 2010 19:21
My general workflow is to make the high poly first, which i usually turbosmooth with control edges in place. I would then kill all of the unnecessary geometry for the low poly. Then of course i would UV map, and then bake the textures.

SJHooks
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Posted: 7th May 2010 01:51 Edited at: 7th May 2010 02:03
Weird double post (as in I accidently, somehow, posted the same post under this one twice), sorry! If it's possible, can a mod delete this post?
SJHooks
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Posted: 7th May 2010 01:52 Edited at: 7th May 2010 02:11
Well since this thread isn't locked for inactivity yet I don't have to make a new one Here's my newest freebie: A CONE SHAPED ROCK!
POLY COUNT:
Quad+Tris: 342
Tris: 589
.RAR file attatched. Includes a diffuse map, normal map, spec map (which are all 1024x1024), and the .OBJ file. Just practiced making a rock texture +more just to see if I have a chance at the Stone Mason's Apprentice Compo. Tell me what you think, cuz that's what I really need from you guys. The model and texture maps were made completely by hand in Blender and The Gimp, no image references or overlays. Oh, and there is no bottom to the model. It's meant to be put on a peice of flat land. And you're free to use any of my stuff in games, so long as YOU DON'T SELL THE MODELS AND TEXTURE MAPS WITHOUT MY PERMISSION. Oh, and since the new issue has come up, DON'T PLAGIARIZE ME... PLEASE.... Thanks, SJHooks PS: I'm aware that in the close up picture the wireframe view of the model isn't perfect, but that's just blender. It doesn't have the best wireframe rendering methods, and this is the best I found, but I'm not very good at it... yet...

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Ortu
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Posted: 13th May 2010 06:51
what wire method are you using? I've found that a duplicate object rendered as wireframe with a zoffset of .08-.1 + ztransparency of about .7 works very well


SJHooks
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Posted: 14th May 2010 05:36
I just use this video. My options are usually just wireframe with a zoffset of .06... depending on how many wires I see through the solid model. To be honest, I don't know that you can set z transparency to a number, I thought it was just an option to choose on or off. Do you mean turn ztrans. on and use alpha mapping?

Ortu
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Posted: 15th May 2010 01:53
just drop the alpha slider with ztransparency on, no need to apply a map or anything


SJHooks
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Posted: 15th May 2010 02:00 Edited at: 15th May 2010 02:00
eh, that much doesn't really do much. There's still some of those wires that are supposed to be hidden behind the model that show up, which is why I tamper around with the zoffs. But thank you though.

Ortu
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Posted: 15th May 2010 05:42 Edited at: 15th May 2010 05:46
no no, I mean in addition to zoffs the ztransp thins the wire lines and gives it an antialiasing effect. without zoffs the whole thing works pretty badly.

As I said I use around .08 because I've found that .06 zoffs doesn't always lift the wires enough to prevent bleeding from the solid material

I only mention the alpha slider because you said:

Quote: "I don't know that you can set z transparency to a number, I thought it was just an option to choose on or off."


edit* yeah that's the same video I learned on, he talks about adding in the ztransp as well.

So anyways, to get this thread back on track, nice work on the texture. It has excellent coloration. Some cracking or small fissures might be a nice touch to help break up the surface


SJHooks
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Posted: 15th May 2010 05:53
Quote: "Some cracking or small fissures might be a nice touch to help break up the surface"
Eh, I'm fine with a thick, stalagmite sort of look for this model, but I'll keep that in mind when making another rock based model. For the moment, I'm thinking or releasing another freebie, but it's mainly a prop.

SJHooks
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Posted: 26th May 2010 02:21 Edited at: 26th May 2010 02:22
*Sigh* I tried making that "final freebie" but I just couldn't get the normal map bake down. The first time it was a large battle axe, the second time it was a simple hammer, and both times I failed at baking a good normal map. So, I reached a stump. But, when I played the new Red Dead Redemption game, I became curious about the knife, wondering as to where I've seen it before. So, in the end, I made a BOWIE KNIFE:
POLY COUNT:
QUADS+TRIS: 463
TRIS ONLY: 712
No normal map included, seeing as I couldn't do the bake right. The texture and specular map are both 1024 by 1024, and I included the .obj file of the model. I tried being more of a perfectionist about this one, so I went over the texture a few times over when I was done. I even included a bit of grunge to the edges of this model . Crits would be nice.

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SJHooks
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Posted: 30th May 2010 05:40 Edited at: 30th May 2010 05:42
Well, since I'm starting to see tumbleweeds across this thread, I'm going to kill it off with a final freebie. I made it quickly, and it's a very, VERY simple model. Just a 1024 x 1024 diffuse map and .obj, click the picture to see a larger version, .rar attatched, etc. Basically if you want to add "creativity" to it, then just get some sort of symbol, like that nuclear radiation symbol, and stamp it on the diffuse map with an overlay setting (in any program, such as photoshop or gimp). Be careful because I wanted to save as much space as possible and never considered the stamping symbols idea, so I put pretty much all identical islands of the UVMap in the same spot... If you download and look at it, you'll see what I mean. That being said, here's the pic:
. Oh, and no image overlays in case anybody is that paranoid (like me). I'm just going to go ahead and assume that either this thread was really boring, or there were really not many crits. But, either way, I'm declaring this thread dead. Locking of any sort would be nice, but then again the threads do that themeselves anyways . OH, that's right, poly count: can be 54 quads or 108 tris.

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