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Garagarape sketchbook


Garagarape
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Geothefaust, thanks!

I guess there is more important things;

some may like the "What colour will come out this time?" surprise.

By the way, thank you for all the tutorial videos. It helps a lot.

Sorry for the slow reply!! (My pleasure on vids, glad you found them useful)

Been watching your stuff here, lots of great work, very cool. :) I'm glad you post so much of your work. Keep it coming.

Really enjoying the hardsurface mechanism you have there.

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Soon, I'll have to say "this is gallery stuff". With a better surrounding scene and some rusty painting probably. :clapping:

Meanwhile I see half of model having reversed normals. I think the correct is the left part. Looking at your retopo, I really don't understand whats happening with symmetry.

You did the same mistake as in the goblin figure. You should use as separated layers as possible for this one.

My trick is this? Just imported tinkels meshes in blender and constructed low poly versions. These I use just for painting, no need to bake. I could use them as retopo meshes if it could be possible to paint in vox room. As all fine details are possible in paint room, I really don't understand why to retopo. Except of boolean operations of course. But always separated meshes as possible.

You wont loose against zb users. Most of what you see there are coming from other apps, its ridiculous what they try to achieve with zb as modeler. Blender, modo and all the main stream apps are better for the job. Even sketchUp if you know how.

What I don't understand in zbrush forum is how they paint textures on meshes with no friendly to zb topology. Zb can't directly paint on UV maps, you can't even paint on stretched topology. As in MV mode. I mostly use 'groboto' as helper for zbrush. But this is another story.

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Thanks Michalis!

Ouch! I don't have Blender on my pc yet.

This time I did use different layers for retopo (Digman's method I think),

in #165 pic all layers are shown at once but it is separated layers workflow.

Yes, normals are reversed. Probably a problem with Marmoset viewer.

I'm gonna check this soon.

Did you see this bike modeling video?:

http://www.zbrushcentral.com/showthread.php?t=95181&page=6&pp=15

I don't find it ridiculous. Clip Brush, matchmaker, masks and stuff like that

seem to be rather cool tools to me. But I also found ZB strange for it is not

that much user friendly (Could get lost in menus for hours)...

I like 3dc because you can use it in a more intuitive way.

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Arrhhh! Tried to Triangulate the mesh before baking,

moving Uvs +1 to avoid overlap, checked the obj normals

and just found nothing wrong... Still the normals are flipped.

Marmoset_NM.jpg

I probably have to ask Marmoset Toolbag developers to give advices.

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Did you mirror the half mesh after having done the uv ?

1-Unwrap(done)

2-turn symmetry on

3-Click Apply symmetry

4-turn symmetry off

5-Bake (merge to ppp)

--tell me how it went.

Very nice work btw :)

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Oh! BeatKitano, Artman,

Thanks for the advices.

I didn't mirrored the uvs. I meant I had overlapped uvs at first.

Then I tried to slide them +1 in the Maya uvs editor in order to have no uvs overlay and took the .obj back to 3dc.

But the problem is not there. There should be no problem baking normal map with uv overlap here.

It is more an engine matter?

I'm going to have a try with Artman's method and will tell you if there's a progress.

BeatKitano > That was funny to see your avatar in Polycount Marmoset thread.

I'm always late at checking for good sites and app. Still that was fun to read about this viewer history

and see all artists trial and error.

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Oh no! That didn't work.

Building half the model and having it -z copied in Maya

or applying symmetry in 3dc (with very thin parts

I often get them merged in a strange way) gives the same result.

Probably something to tweak to have the model correctly displayed

in Toolbag. I give up for today. Time to bake....meal.

Thank you for helping. I'm very thankful for that.

If I find a way, I will post the solution here.

See you soon.

weird_stuff10.jpg

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Beatkitano,

You gave me the right hint. I baked the normal map

in Xnormal and realized that it was quite different;

it is rather sharp, but over all, the Y value is the

opposite of the one baked in 3dc.

I just inverted the green channel of the normal map

and that was ok.

How stupid I am! It is an old trick written in many forums.

Different engines = Different normal map RGB channel values...

Anyway, thank a lot for your help!

weird_stuff11.jpg

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One of the most convicing hard surface models around!

And an "honest" post as we can see the final result after topology (excellent) and baking. Not just a vox concept or a 10M zbrush render.

:clapping: :clapping: :clapping:

I noticed a quadrangulation of some casted shadows. I'm wondering if this has to do with normal maps or its just right. Nothing to do with the quality of this image.

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Thanks! This is not final.

The diffuse and specular are not done yet.

I just posted to change my mind, this is WIP.

BeatKitano > What is CA? Ambiant color?

I'm not satisfied with the actual color scheme and post effects.

Yes, there is probably a need for tweaking specular.

Michalis > I can't see the shadow problem. If you have time would you mind

showing me wich area it is locatde on.

Marmoset viewer casts nice shadows. But, shadows can go funky (bias problem?)

sometimes when cone angle is too wide I guess. Didn't noticed a problem this time though.

I'm not a lighting specialist. Thought it would be nice to make an effort this time.

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Oh, I see. Yes that's may be too much.

Just wanted to try to express the "blured" water in deep sea.

It's not probably the best way to do it. Thank you for the advice.

Great water drone! :) Very cool end result.

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weird_stuff16.jpg

I'm planning to make a "skybox" (I know, that's weird because it's under the sea...).

May be it will help to have better results for lighting.

Can't wait to get a new Photoshop. CS2 behave like my daughter under Windows7.

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looks cool, considering its environment i might modify the lighting though.

The lighting in general could be a little darker on the lower surfaces, it looks like there are 2 sources of light hitting the sub

1: sunlight comming from the surface, This could be alot softer, if its being diffused by the ocean your not going to have any hard shadowing.

This light is going to be pretty weak, so your not going to get much light bouncing off the ocean floor, with this in mind i would reduce the light level on the

lower surfaces of the model. Also it might be nice to tint the light, its going to happen when it passes through the water. also some floating particles in the water would really help sell the look.

discovery-deep-sea-web-came.jpg

2: from the camera, i would soften this light aswell, and not leave it totally white.

another thing that would help is to tint your headlamps and add some hotspots where the light is hitting floating particles.

heres a photoshop paint over with some of those things applied, i also faked a bit of depth of field

sub.jpg

add to that a bit of colour correction (boosted the low end blues, added some green to mid values) Unfortuantely, the images was 8 bit

and i've pushed it a bit too far (im no compositor) but you can see what Im getting at.

shouldagone32bit.jpg

hopefully this is helpfull :)

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Oh thanks Roger_K!

Much appreciate, especially from a Celt cousin :) (I'm from Britain).

It must have took time to retouch the screens.

The result is really cool. I'll try to get close to this.

I'm alone in my company now. No train to go back home.

I tried to make a cube-map for the submarine.

It is still too shinny, and, anyway I don't have the submarine

to put it into the scene and make adjustments. May be tomorrow.

poisson.jpg

Good luck to fight English at Aviva Stadium next week.

French failed, what a shame!

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