MI-24 - A Russian Aviation Icon


#441

will you also replicate these color variations in the reflections ?
also dont forget to check ‘reflect from back side’ for nice double reflections ,)


#442

Looks amazing! How is that pilot model going?


#443

@kybel: Yes those colors are in the shader already but I toned them down by a lot, maybe too much recently. You can see them in one of the recent posts where I showed the heli from both sides (need to be tweaked though and the shader was crap :slight_smile: ). Reflect on back side is on but right now the inner side and the outside are split up into two meshes for unwrapping reasons. Have to combine them again.

Another view, need to see how I get more dust deposit visible when the surface in in shadow. Something’s off there. The canopy strut texture is still WIP and I’m using dif for bump atm.

Click on image for full res


#444

@AlexSarakapudaff: Thanks! Going slow, got distraced with the canopy stuff and other texture panels :smiley:


#445

Brought the thickness to the glass back and therefor the internal reflections, made the bump structure of the dust deposit a bit more visible as well as the “rainbow” colors of the cleaner parts of the glass.

Click on image for full res

Cheers
Andre


#446

oh boy thats nice. love the silicone sealant on the borders … very eye catchy :slight_smile:


#447

I’ve been following this project for a few months and I have to say not only are you an excellent modeler, your texture work is utterly fantastic. I use your models as inspiration. :smiley:

One suggestion I have - when it comes to the dust on the window, maybe you could have the dust thicker on the outline of where the wiper would travel, if that makes sense. Like if the wiper has been used to wipe dust away before, and it has caked back on, it would be thicker where the wiper hasn’t touched.


#448

@kybel: yeah it really helps breaking the clean lines!

@TerranCmdr: Thanks for the kind words, glad you like my work! Yes I thought about adding that as well as the dirt streaks from the old wiper like I did back in the days on another helicopter. Just have to find those old smear textures again :slight_smile:


#449

Oooo! Hello, yours is really at the highest level they have ever seen in my life, you are my role model. I am glad that I admire your work. I hope that I will be better: P! Best regards and I look forward to further work very interesting;) Regards


#450

@Kir4PL: Thank you very much for he kind words and i;m glad to read you like my stuff. Just keep being passionate about what you do, the rest comes by itself!

First version of the dust smear. The dust-arc needs to be more bent I guess because of the wiper mechanic and some other tweaking is necessary like more dirt underneath the resting wiper for example. But ok for now. Now back to the canopy struts…

Click on image for full res

Hope you like it!

Cheers
Andre


#451

Superlitive jaw dropping attention to detail, your skill level is the absolute pinnacle of CG hardsurface hand modelling.

I’m curious as to whether some components you employ in your professional work in terms of tools and/or art pipeline have crossed over to create this masterpiece?

Secondly when the Hind is eventually complete, any thoughts on how you will pose the final render in either a battle or peace time scenario?

again excellent work and thankyou for your answers in advance.

Cheers :wink:


#452

@sakboi: Thanks for the kind words! Of course everything I pick up at work goes into this and everything I learn at home goes into the stuff I do at work. There are plenty of ideas for stills and shots in my head but of course it;s easy to imagine stuff… first I have to get this one done. But one of those ideas involves the White House I modeled and the Hind :slight_smile:

Finished all the silicone sealants, redid a few of those and improved the canopy struts texture in a few areas (still needs to be finished).

Click on image for full res

Click on image for full res

Click on image for full res

Cheers
Andre


#453

Those smears look excellent!


#454

@TerranCmdr: Thanks!

So I spent some time and tried to find a way of getting those circular scratches around the highlight of the canopy glass. I built a shader using a high res map with fine, rounded scratches but of course this ends up in an anti-aliasing nightmare and therefor the render time goes through the roof. And I don’t want to know how it flickers in animation. So right now the only way to get this effects seems to be to add it in post which is ok for stills but not for animation.
I played around with some aniosotropic highlights but never gut the desired result.

Does anyone have an idea of how to get those kind of scratches straight out of the render without adding much of render time?

Just using it as a map for specular highlight doesn’t work as then the entire rounded scratch becomes visible while the circular effect comes from just a small area of a scratch hitting the right angle to the sun and giving a small stretched highlight.

I used the specular render element of this and just added it on top of the spec of the canopy.
This shader shows that the principle works. It’s just way too slow and unstable.

Here’s how it looks when added to the spec:
Click on image for full res to see the fine scratches


#455

Interesting problem… I can’t think of anything, but I am sure will be following this to see what you come up with.


#456

Does anyone have an idea of how to get those kind of scratches straight out of the render without adding much of render time?

So far I did those in post. I remember fiddling around with those in 3ds Max too and the closest thing I could get was a wave map using a camera angle dependent planar UVW mapping in a spec map(scanline renderer). I opened a thread related too all that but can’t find it right now.


#457

yep, rendering these is a nightmare. my solution wasnt different of yours, requires high rez bump, gloss, anisotropy maps and high rez render.

my advice would be ignoring these for the time being, and when it comes to final renders, render them as a separate element which you can comp in post. doing animation would be a lot trickier though


#458

@AlexSarakapudaff: Ha I’m curious too :smiley: It;s either post for now or later I find something else I can put together.

@scrimski: Interesting approach, let me know when you found that old thread.

@kybel: Yeah seems to be the pragmatic way for now to just apply it in post and save myself the render time headache. Bigger fish to fry anyway :slight_smile:


#459

The thread for the view dependent UVW-mapping
http://forums.cgsociety.org/showthread.php?f=6&t=447803&
and some more detailed explaination in the maxScript help
http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/index.html?url=files/GUID-1193B0E7-10DF-4D3F-A89F-29FF0A29164-264.htm,topicNumber=d28e91686

I tried that with a few different maps, hand painted and procedural but wasn’t satisfied with the outcome and had more pressing issues.
Main problem was that it looked to static in animations and wasn’t crisp enough(and doing it in post was faster and more efficient).

What I would try now would be adding some randomness to the UVW mapping and maybe use different maps, either a small sequence or in different mapping channels and accessing those with some script randomizing function.
I remember that I used a noise map applied to all window surfaces to mask the scratches and to add irregularity. I also remember not using an anisotrophic shader because it was too regular for my purposes.

Damn, this thread makes me want to play around with that again, but I haven’t touched 3ds Max for years(don’t even have a Windows machine anymore).


#460

@ACantarel Are you using a shell modifer after the turbo smooth to add thickness to the fuselage panels?