Advanced Member GED Posted September 13, 2009 Advanced Member Report Share Posted September 13, 2009 nice unity3d model, wish I could test out these nice hard surface tools but my pc is rather broken at the moment Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 13, 2009 Advanced Member Report Share Posted September 13, 2009 You really opened my eyes to the possibilities for hard surface, and even just baking in 3dc in general. Thanks! Quote Link to comment Share on other sites More sharing options...
Advanced Member Jake_H Posted September 13, 2009 Advanced Member Report Share Posted September 13, 2009 Great job on the hard surface weaopn Tinker - also a good sell on using unity3D engine - I definitly want to get myself a copy now. How much fiddling did you have tos do int Unity to do get the turn around working - I assume they have some simple templates ? Anyway I will get onto thier forum and look at thier Q&A for noobs Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 13, 2009 Advanced Member Report Share Posted September 13, 2009 Oh yeah, neat idea too with the Unity turnaround. I should try that. Which version of unity did you use? Do you need the pro version to have all the normal map support or can my indy license cover that? I haven't done any finished art stuff in it yet - just simple game prototyping. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted September 13, 2009 Author Contributor Report Share Posted September 13, 2009 Jake_H, yep there many code snippets on their forum (like drag-rotate code i used in viewer) and some templates shiped with program. As for engine itself it is quite easy to learn. JamesE, i used trial-pro (they give trial-pro key if you ask them on e-mail), but you really dont need pro for normal maps. You just have to edit base shader a little to add specular map support instead of specular value. You can make your own shader of couse. P.S. Don't forget to invert green chanel of normal map, exported from 3D-Coat. Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted September 13, 2009 Advanced Member Report Share Posted September 13, 2009 Jake_H, yep there many code snippets on their forum (like drag-rotate code i used in viewer) and some templates shiped with program. As for engine itself it is quite easy to learn.JamesE, i used trial-pro (they give trial-pro key if you ask them on e-mail), but you really dont need pro for normal maps. You just have to edit base shader a little to add specular map support instead of specular value. You can make your own shader of couse. P.S. Don't forget to invert green chanel of normal map, exported from 3D-Coat. Cool! Thanks for the advice. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted February 17, 2010 Author Contributor Report Share Posted February 17, 2010 Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted February 17, 2010 Author Contributor Report Share Posted February 17, 2010 Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted February 17, 2010 Applink Developer Report Share Posted February 17, 2010 Wau! Please, tell how these are done. They look great. Best hard surface models I have seen in this forum. Quote Link to comment Share on other sites More sharing options...
Advanced Member GED Posted February 17, 2010 Advanced Member Report Share Posted February 17, 2010 looks cool are you working off a concept? Quote Link to comment Share on other sites More sharing options...
Advanced Member ditus Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 very cool models! Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted February 18, 2010 Author Contributor Report Share Posted February 18, 2010 Thank you! I did basic shape with polygons, imported and used 3D-Coat tools: split+scale, ctrl cut, spline borders. Then merged some small details. Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 Your WIPS and Works seem to really demonstrate the power of 3DCOat. I love 'em all. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted February 18, 2010 Reputable Contributor Report Share Posted February 18, 2010 Execellent hard sculpting work esp, keeping everthing sharp,smooth after importing the polygon base... Quote Link to comment Share on other sites More sharing options...
Advanced Member ifxs Posted February 28, 2010 Advanced Member Report Share Posted February 28, 2010 Great hard-surface sculpting. Looking forward to seeing more. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted March 19, 2010 Contributor Report Share Posted March 19, 2010 I Love coming back and looking at your hard surface work Tinker. Its inspired use of Voxels and subtraction. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 4, 2010 Author Contributor Report Share Posted August 4, 2010 Hi. Check one of greebled backgrounds im working on now. It made with "merge" command most, spend about 12 hours on it. Is almost ready. It rotates quite smooth on gtx275. It is static background, so this model intended for static external render. Hope you like it Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 4, 2010 Contributor Report Share Posted August 4, 2010 Hi. Check one of greebled backgrounds im working on now. It made with "merge" command most, spend about 12 hours on it. Is almost ready. It rotates quite smooth on gtx275. It is static background, so this model intended for static external render. Hope you like it Awesome use of voxels,all parts flow nicely,nothing is too clogged or too bare. Very nice! Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 4, 2010 Author Contributor Report Share Posted August 4, 2010 Thank you Test render, will be used as lightmap. This background is static, but will be used in conjunction with normal, spec and light maps, to display the highlights in real time from moving light sources. Quote Link to comment Share on other sites More sharing options...
Taros Posted August 4, 2010 Report Share Posted August 4, 2010 Thank you Test render, will be used as lightmap. This background is static, but will be used in conjunction with normal, spec and light maps, to display the highlights in real time from moving light sources. How did you exported it? Directly from voxel room? Quote Link to comment Share on other sites More sharing options...
Advanced Member Jake_H Posted August 4, 2010 Advanced Member Report Share Posted August 4, 2010 Quality work as always Tinker - you have a wireframe shot too, just wondering ? Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 4, 2010 Author Contributor Report Share Posted August 4, 2010 Just exported it with 50% reduction, no retopo. Wireframe will be solid color - very high polycount. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted August 5, 2010 Report Share Posted August 5, 2010 Nice work. It actually made me think of James Willmott's new Quadpanels LW plugin. http://liberty3d.com/?p=1005 Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted August 5, 2010 Contributor Report Share Posted August 5, 2010 Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 5, 2010 Author Contributor Report Share Posted August 5, 2010 Thank you This is render with materials (final?). I'd like to add textures, but these objects do not have texture coordinates. Im afraid matte painting is only variant, maybe I'll do it when all the backdrops will be ready. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 8, 2010 Author Contributor Report Share Posted August 8, 2010 Let me show you another background: Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted August 11, 2010 Contributor Report Share Posted August 11, 2010 I don't understand what you're doing with these, but they're impressive to look at. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 11, 2010 Author Contributor Report Share Posted August 11, 2010 Thanks, BeatKitano. These images - background textures for the game. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 12, 2010 Author Contributor Report Share Posted August 12, 2010 By the way, I just finished another one. At this time no merge used, all carved just with frame, 7 hours approximately. Quote Link to comment Share on other sites More sharing options...
Member chippwalters Posted September 22, 2010 Member Report Share Posted September 22, 2010 Tinker, Can you share any tips for someone getting started in Hard Surface Modeling inside of 3D Coat? In particular, tips regarding maintaining sufficient voxel resolution during the modeling process. It appears your models are extremely high resolution. Are they 4X? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.