great work, very clean modeling.
i’m looking forward to see the final.
great work, very clean modeling.
i’m looking forward to see the final.
@D-E-A-N: Thanks, also looking forward
A first test of the dust deposit and dirt. Still trying to find the right mixture. When all scratches are placed and merged into one single layer I´ll add it to the bump channel (and later specular)
Damn andre… no words will do for this amazing piece of steel… i mean moddel. What is de poly count at this moment? looks heavy.
And the texturing looks amazing too! do you have any good sites or tutorials where they explain texturing like that? by getting the right part of the texture at the right part of the model… Texturing is by for not my expertice… but cant find a god tutorial to learn it
When I see this, the only thing I can do is to inhale strongy with clenched teeth and curse myself for not being this good… that texture is just too damned goodlooking mate!
Rickmeister’s question is a pretty valid one I think, how DO you get a texture that well, perfect…? Or better yet, could you give any tips yourself on how you did this? the grain of the paint, the intensity of the scratches, the matgte black part on the back etc etc…
@Rickmeister: Thank you Polycount for the final heli (without crew) will be around 600.000 I think. Maybe there are a few places where I can reduce something. There´s nothing really special about the texturing here I think. Just unwrap as exactly as you can and arrange the uv-chunks in a position where you later can draw easily lines which fit exactly. All objects are unwrapped in the correct measuring unit so there are no parts with “too big pixels” compared to other parts. No matter how small the part is, the mapping gizmo applied to it has always the size of the biggest part so you get the right scaling automatically. That´s it
@MadMeph: Hehe thanks for the nice words. Just keep practising and practising. After a while you get used to the uvw-edit and you´re becoming able to arrange the uv-chunks faster and faster. It´s all about UV´s I think. When you have a good set of UV´s it is much easier for you to paint something on them later in a paint softare. Render out your UV-Template and you´rew ready to go.
Small update again: I like to make it VERY used to get a nice specular-contrast in the animation later
killer texture!! :bounce:
I like the used look… it just appears a lot more realistic!
i think Rickmeister and MadMeph concentrated on the actual painting process when
they asked for the textures… thats also what i’m interessted in… how do you figure out where to place all those incredible details etc. Very impressive!
ok andré, can’t wait to see the wip status when i’m back from holidays in a week.
You read my mind :bounce:
I’m espescially in how you did the texture in photoshop, general technique, type of brush, how many colours/layers/noise etc etc. I’m not necesarrilly fishing for actual settings (altought they won’t hurt of course :D), i’m looking more for the flow of the general buildup. It’s easy to either be repetitive or blotchy in creating convincing textures for smooth surfaces, it’s a very fine line between too noisy and too clean and you’ve hit the nail cleanly on the head
@Manuel F & MadMeph.: Ok now I see, you want a description of the photoshop process, right?
There´s a hirarchy of folders in the PSD-file to sort all the (named! ) layers. For example: Mainbody-top, mainbody-right-side,manbody-bottom and so on. In theses folders there are folders including all rivets, all parts like small flaps/plates…, all lines and so on. Above of all this stuff there are the folders named like color, bump, specular. So if I want to adjust the specular level of all rivets in one go, i just duplicate the rivets-folder and move it into the specular folder for adjusting it. I thinks that´s the most common way of a psd-file. It is one very big Texture so the overall color/dirt of the pavehawk can be changed very fast.
The dirt is spreaded by helper-templates including an ambient occlusion template and a top/bottom-template. This helps to spread the deposit and dirt (in the corners). The mixture of the dirt itself is a small bunch of adjusted old-metal-textures, blended together with overlay and so on. The scratches are extra layers. The correct placement of all parts was easy because I rendered out an uv-template (unwrap-modifier UI) and put it into the psd-file as upper most layer with blending mode “screen” and opacity of around 8%. This template shows you the complete unwrapped parts so you can see where to put signs, rivets and so on.
So as you can see, no miracle is included. Is this what you wanted to know?
André… still unwrapping parts
Great work man!, I love the textures! I sure wanna see this finished!
Keep it up!
Hmmm so your specular an and bump are in the same psd ey? Usually I make another psd for those using a copy of the texture but having them in the same psd might same some time and effort when changing things… I see…
I’m a bit confused by your explanation of the dirt… ambient occlusion and top/bottom are from max, no? So do you make part of the dirt in max or just photoshop?
This is wicked cool!
The amount of realism is incredible!!
Already opened your portfolio, time to take a look
Your texturing looks very good. Thank you for sharing a bit about how you set it up in photoshop. Sometimes I think that people (over age) thier textures so it looks like thier model (spaceship for example) is 150 years old and has been to hell and back which sometimes looks a little too dramatic. This looks really nice… like a new model which has been on a few missions.
Thanks again for sharing.
wow, amazing stuff! very cool presentation too this is some crazy detail work going on there…
ôooooOOOOhhhh ! !!
congrats fot the wire’s details level, but the renders witj textures test kill
amazing works ans details , i like ! !
Impressive work! personally i’m not fan of technic and so but this one rocks!
keep it up! great attention to deitails!
@Drowned-Fish: Thank you!
@MadMeph: I think it is not so important if you have one or two/three PSD-Files. It´s just a bit easier for me personally to handle all the stuff and to prevent confusion.Top/Bottom is from standard 3ds max, the ambient occlusion (I use the fR-Dirt Shader which works close to an ambient occlusion so an ambient occlusion would result in the same) is from finalRender Stage-1. But I just use it to detect the areas where geometry is close to each other. I do all the dirt in PS (with the help of the dirt template) so the rays have only to be calculated one time. It doesn´t make sense to waste rendertime everytime while nothing has changed. Also in PS you are much more flexible and faster than adjusting and testrendering a dirt shader. @candicekulacz: Thanks! @Scorp: Thanks, hehe not really a lot of 3D-stuff there :P @LabRat1: Thanks! It´s often not so easy to find the correct amount of dirt. There´s always a little history about every element like scratches from a careless mechanist who puts some tools on top of it for example. Maybe all the old spaceships really has been into hell for 150 years and back :D @mv: Thanks, yes it´s crazy or maybe more insame sometimes. @malonet: And the "ôooooOOOOhhhh ! !! " goes to... your incredible transformer-WIP! It is so amazing and has around 10th times more details than this one. I also really like your car-paint-shader! Keep on working! @Stare: Sometimes I´m also bored by my dead technical things and I envy the character people. small update: Still unwrapping stuff. Funny, everytime I finished the unwrapping of one piece, there are two new parts to be merged und unwrapped. Will this ever end? [img]http://www.cantarel.de/uvs_02.jpg[/img][img]http://www.cantarel.de/external/uvs_02.jpg[/img] Cheers André
EDIT: + sidedoor UVs
Amazing work! Nice one!
Great progress on everything… Unwrapping seems