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Old 05-20-2013, 06:59 AM   #16
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Well done stuffs! You have big patience to done these works perfectly.
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Old 05-20-2013, 08:11 AM   #17
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Quote:
Originally Posted by DrSrsen
And of course, there's the tracks. Easy to setup manually, less easy to automate. I didn't have enough scripting knowledge to completely sort it out myself. I got it to the point where it automated fine whilst moving along the one axis, but when the digger rotated, the track rotation speed slowed the closer it got to 90 degrees. I couldn't work out how to based my formulas on world space rather than object space.


Did you use bones for the tracks? I tried a couple of ways - and whilst they are in place - they're not exactly mobile!

I'll have another crack at it myself a bit later on - I didn't understand xform when I tried the first time - so maybe that was screwing me up as I was following a tutorial.

And thanks Silkroadgame
 
Old 05-21-2013, 11:39 PM   #18
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I duplicated one track 80 or so times, attached that geometry together, created a closed curve in the shape I wanted my final tracks to be and then applied a 'path deform binding' modifier to my track object using the curve as the path.

I linked the rotations of the wheel to the 'percentage' value of the path deform, and keyed the percentage manually.

However you could just 'link and look at' each track manually, and assign the final track to a path. You would get more realistic results this way.
 
Old 05-24-2013, 11:35 AM   #19
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Here's another update - had a PC rebuild which took me a little while.

http://i1296.photobucket.com/albums...f5.jpg~original




If anyone's got any suggestions on the best way to do a bump map for this then I'd appreciated the advice. Currently I have different shaders (paint and dust) with their own bumps. Decals don't have one at the moment.

I'm not sure whether I should be tackling it differently as I'd like some more promonent detail in the bump as I think this is looking pretty flat.

Any ideas?
 
Old 05-24-2013, 11:50 AM   #20
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nice details & very good textures
 
Old 05-25-2013, 01:41 AM   #21
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The textures look great - I think it's the lack of reflections that's causing it to look flat.

 
Old 05-26-2013, 12:35 AM   #22
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Cheers for the reply. I think it's my lighting/HDR screwing me up as the reflections are already quite high- I can't remember how to set the exposure on the HDR. Should I have 'process HDR and environment' enabled in photographic exposure control? I learnt this stuff years ago but haven't really needed anything apart from daylight system at work.

I guess that's why I'm doing what I'm doing but it seems like a mountain of stuff I need to do before I can get on with the task at hand.
 
Old 05-26-2013, 01:14 AM   #23
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So I boosted the reflections up to between 0.8 and 0.9, gloss is similar. BRDF 0.1 & 1.0 with 0.4 curve. Perhaps a little too glossy.


 
Old 05-27-2013, 05:57 AM   #24
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You're probably right, maybe try dropping the gloss down to 0.7. I love the oily, greasing sort of look the top image has. In the second image specifically, I think the dust layer is adding to the flatness. There's no contrast to the colour, it doesn't look gritty. Perhaps you could fiddle with the bump - maybe even try a displacement or a specular map so you get a bit of depth off it.
 
Old 05-27-2013, 06:48 AM   #25
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for me the best surface work thus far is your tracks - the dusty look you have going is great. i think they might be a little too perfect however, i would try to put a tiny(!) bit of random rotation and translation on each track segment ?
 
Old 05-28-2013, 08:50 AM   #26
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I added a noise to the gloss slot of the base paint shader to try and break it up a bit - it still needs something. I started working on the cab textures. Man if I knew then what I know now - I would have used the same projection for the cab and carbody rather than two separate ones!

Studiolocal - I think you're right - I hope I can get the rest as detailed as the undercarriage. I'm not sure whether I need to paint more detailed textures with harsher alphas or try something different. I might try and create a dedicated gloss map like DrSrsen suggested.

Here's a test render - I forgot to switch off proxy bitmaps.

 
Old 05-29-2013, 12:41 AM   #27
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Turns out the lighting was causing a lot of my problems with the reflections. I switched to a fake setup (as opposed to a completely crap setup) and the paint is looking better. Also my front cab dirt map wasn't working in the last render but I've fixed that.

Feeling positive but I need to revisit some maps that I overcooked.
 
Old 06-24-2013, 08:33 AM   #28
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Here are a couple of recent images - I switched the decals off in the last image as I'm still trying to figure out the easiest way to add them, as vray didn't like the remapping of the alpha channel (when piped through a multisubtex map) which I was using in my blend material. Could be user error but I don't think so.


http://i1296.photobucket.com/albums...zps5abc427f.jpg


http://i1296.photobucket.com/albums...zps12a00e4e.jpg
 
Old 06-28-2013, 01:49 PM   #29
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This is looking incredible.
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Old 06-30-2013, 08:26 AM   #30
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Thanks decency. Hopefully I can get moving on it pretty sharpish after overcoming a few hurdles.
 
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