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Lunch Time Fun ^^

13 replies [Last post]
Joined: Nov 18 2008
Posts: 587

Quick model I made at lunch today

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Jul 17 2008
Posts: 199

I like it! I think you need a better angle for it though, if you look at it in the material viewer's sphere you can see alot of detail on the lions face. Where as the straight on shot doesn't do it justice.

saying that, does look good though :P

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Maya|Zbrush|Photoshop|UDK

Joined: Nov 18 2008
Posts: 587

Thanks ^^

 

I will get another angle for you in just a bit :D

 

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Dec 9 2009
Posts: 31

wow man that looks really good. what might that 2nd texture sample in your normal map node setup be just wondering? like a tillable overlay for some texture? the normal map is really crisp :O

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Joined: Jul 17 2008
Posts: 199

Yeah, what that will be is what is known as a "detail" map, you get a tilable texture and using a textureCoordinate node you make it repeat alot by reducing the size. This way when you are far away you can see the normal model but if you get up close you can see the detail map which is usually cracks, little bumps etc .

Hope you understand that, I'm crap at explaining sometimes :P

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Maya|Zbrush|Photoshop|UDK

Joined: Nov 18 2008
Posts: 587

@ Kyle - Thanks bud, I am glad you liked it Jackyboy is right with the "Detail Normal" explanation.

Normally detail normals are 256x256, but sometimes are bigger or smaller (e.g. 128x128). Like he said, by using a Texture Coordinate Node you are able to tile one of these a lot to give small details when close to the model.

Unreal already has a few of these. To use one, click on the parent directory for UT Game in the Generic Browser. Once you highlighted the directory, type in the search bar "DETAIL" and it will display some of the pre-made one's. Hope this helped. If you need anything else, you can contact me here or on msn.

 

@ Jackyboy - Thanks for the explanation bud

 

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Nov 18 2008
Posts: 587

Here is another angle.

 

-Jeremy-

Wireframe.png Unlit.png Lit.png
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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Dec 9 2009
Posts: 31

ah. i have seen this in use too in UT3. everything has a normal map, along with a "noise" map. thanks for the tip guys.

 

keep up the work man, think you could really add in some modular pieces to this, it would make a really awesome set!!

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Joined: Nov 18 2008
Posts: 587

No problem Kyle

 

I am working on several large assets right now

 

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Jul 17 2008
Posts: 199

I really like the new angle, gives it alot more detail Smiling

One thing I would say about it though is that I can't really tell what it's made of...It looks kinda like painted stone maybe. Don't know if that's just me though Smiling

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Maya|Zbrush|Photoshop|UDK

Joined: Jan 6 2010
Posts: 26

Man, how long was that lunch haha.  Looks great.

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"I think the poop needs more spec. though."

-metalliandy

Joined: Nov 18 2008
Posts: 587

@ JackyBoy - Thanks ^^ It is actually a stone material that has a thick "Lax" like coating that is chipped off and eroded from water damage and time 

@ PatrickGantt - I am glad you liked it bud

 

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

Joined: Jun 29 2009
Posts: 31

nice work ceribral,i like both angles

Joined: Nov 18 2008
Posts: 587

Thanks bud ^^

 

-Jeremy-

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3DS MAX - Mudbox - Photoshop - Fusion 5 - Unreal D.K.

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