General WIP Models

Discussion in 'Art' started by f1r3w4rr10r, Mar 17, 2014.

  1. flasche

    flasche Member Staff Member Moderator

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    it hopefully is just to bake normals (and AO, please tell me you bake AO and (pre)multiply it with the finished diffuse)
     
    Last edited: Mar 28, 2014
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Haha, of course this is only the high poly model for baking stuff! ^^
    I'd never put something like this in a game. Experience just shows to first just model and add in all detail you want, then make the low poly mostly from scratch, just to approximate the shapes. (Surface snap is an amazing way to do that.) And finally bake it. That's the same thing I did for the BE box I made earlier.
     
  3. LordDz_2

    LordDz_2 Strange things happens here

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    Alright, just checking with ya :)
     
  4. flasche

    flasche Member Staff Member Moderator

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    also, if you didnt already, you should watch this on dirtying vertices. obviously, since its VERTEX painting, you need a lot of verts (but i already saw you used subdiv for this and that so there should be some hehe) and its also a little tricky to get into a texture but the results can be quite nice ...
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Yeah nah. I generate that with Substance Designer. That would even work with low poly count. All you need to have is a baked AO map. And if you can do it: a curvature map. That's usually enough to add dirt in crevices.

    I also had a look in the QC and VMT docs today. Turns out Source supports detail maps.
     
  6. flasche

    flasche Member Staff Member Moderator

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    uh curvature map, new term, on to the google!!!
     
  7. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I also plan to make use of this whole thingamajig, called Phong Shading.
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Now that I think about it, Source's version of Phong shading is actually a lot closer to PBR (Physically Based Rendering), since it takes the color of the light source into account, multiplied with the original albedo color, when rendering the specs.

    Eh forget that. Albedo tinting is a work in progress according to the wiki and doesn't work. *sadface*
    But it's still closer, because of the fresnel term.
     
  9. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Yes, we use a "scratches" one on the vehicles and weapons already, especially the NF items benefit from it immensely.
     
  10. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Oh lol. I think I just found my favorite page on the whole wiki.
     
  11. flasche

    flasche Member Staff Member Moderator

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    uhm you are doing jeeps ...
     
  12. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Here comes Bloodraven and tells you about the beating heart of jeeps and suddenly it all makes sense again :rolleyes:
     
  13. flasche

    flasche Member Staff Member Moderator

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    well yes but also i bet bloodraven makes love to his jeep ...
     
  14. w00kie

    w00kie Mustachioed Mexican

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    If you really want to use it, can it be applied of the front bumper when a person is driven over?

    jeep hits person --> flesh appears on the bumper :D:D:D
     
  15. LordDz_2

    LordDz_2 Strange things happens here

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    That would be bloody awesome :D Apply to all vehicles, the more people you run over the more gore is applied to the vehicle.

    To be serious about it, one way to do it would be to add more skins to the vehicles with bloodstains, just increase the skin number depending on the amount of roadkills. Would have to do some workaround with camoflauges but still..

    -Or-

    Just add decals to the vehicles depending on where the roadkill was with a max in decal count (So hobbes doesn't crash the server).
     
    Last edited: Mar 28, 2014
  16. Smithy

    Smithy Developer Staff Member Administrator

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    Some cool stuff happening here. Nice to see you're still at it f1r3w4rr10r. Didn't know you had started doing some 3D work flasche, your stuff looks pretty good. I'm in the process of setting my SDK back up and making sure I have the right tools and shit installed so that I can start contributing again. The lack of documentation for Source 2013 is a annoying tbh.
     
  17. flasche

    flasche Member Staff Member Moderator

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    thanks, stupid empires keeps me away from everything atm :|ove:
     
    Last edited: Mar 28, 2014
  18. Silk

    Silk Mapper

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    At least you have your priorities right

    Also welcome back Smithy !
     
  19. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    So I just found an online 3D viewer that runs so much better than p3d.in and has more options. It also has more flexible embed functions and supports direct Blender export. (even with lamps)

    So now you guys can actually look at the jeep in 3D!
    https://skfb.ly/zAwC
     
  20. flasche

    flasche Member Staff Member Moderator

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    oh thats neat
     

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