WORKSHOP #1 - Ammo Box

113 replies [Last post]
Moody's picture
Posts: 9

Thanks for the comments. Smiling

On the picture it seems to be a bit blurry indeed, but that might be the quality of the jpg; when I view it realtime UDK it's a bit more sharper. Here is my full size diffuse map. (click to see it's full size)

 

dif_fullsize.jpg
JBaldwin's picture
Posts: 2162

Ah yes :) 
However I still think some areas could really be accentuated.

Perhaps I am wrong but maybe try exploring a few sharpening options? 
Here, I have uploaded your texture with a few edits. Maybe apply this to your model and see if there is a significant difference?

Great job once again!!
-Jeremy- 

moodydiffusesharpen.jpg
Moody's picture
Posts: 9

Oh ye, thanks. I made a quick render inside udk and it  does let some parts come out more. I might have to reduce some scratches on certain places now though.

 

final_sharpened_01.jpg
JBaldwin's picture
Posts: 2162

Ah yes, much more crisp Smiling
And yes, you might have to do some local changes on some scratches / damage if over sharpened too much. But I like that new version better, it allows the eye to relax and see more detail, rather than strain to see details that aren't so emphasized.

-Jeremy- 

thomas3s's picture

Hello,
could it be possible to get the finished .blend file, i really like this texturing!
Thnx and grtz,
Thomas

Bertmac's picture
Posts: 45

I Finally could finish this. pffiew.
Hope you like it.

C&C is still welcome 

PS: OMG that looks so different here, its so dark and sharp. hmmm not happy 

 

 

screenshot84-bulk.jpg screenshot84-front-and-back.jpg screenshot84-wire.jpg screenshot84-textures.jpg

Come give some comments on my work, I probably will give some on yours (Current thread).

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Muezli.com with yoghurt and lots of fresh fruits.

SamirDuran's picture
Posts: 1

Hi there!

This is my first post here. I'd like to improve my skills with workshops like these. Congratulations on this great idea!
I've already finished LP, unwraping and baking, but here I got some issues. Could you guys tell me some tips, ideas when I made some mistakes etc?
What are your baking options for your AO and Normals? Here are mine:  AA = 4x , Edge Padding = 4, Bucket size = 32. Baked in xNormal. Of course firstly I used "Ray distance calculator". Looking at the AO map - it doesn't look so bad, but in case of normals there're couple of anoying mistakes. What I'm doing wrong? I'd be grateful for some tips. Thanks.

 

ammoboxlp.jpg ammoboxlp2.jpg ammoaono.jpg
JBaldwin's picture
Posts: 2162

Great Job Bertmac! Now that is an awesome result Laughing out loud
Try saving your images out of photoshop using the "Save for Web Devices" option. Choose Jpg and 100% compression. That should solve it Smiling

-Jeremy- 

Bertmac's picture
Posts: 45

Thanks dude, appreciated. will do.

So what did we learn:  ORANGE stripes are hot :Dhehe

 

Come give some comments on my work, I probably will give some on yours (Current thread).

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Muezli.com with yoghurt and lots of fresh fruits.

steve_3d's picture
Posts: 91

ahaahaha! Laughing out loud Orange stripes rules!!

JBaldwin's picture
Posts: 2162

@SamirDuran - Hey! Great to see you participating and its looking good so far. 
Those odd distortions / artifacts are normally do to the distance of your geometry/cage from your high poly model.
The odd coloration and gradients could be due to your smoothing.  

(Things I would try to initailly solve the problem:

  • Make sure your low poly mesh is close as possible in terms of proportions and silhouette to your high poly model
  • Check that your smoothing groups are accurately split and distributed properly

Can't wait to see an update! Smiling

-Jeremy-

lynchedjester's picture
Posts: 2

Hey lads
Just joined 3D Eat to do these work shops, great idea btw.
Loving the different high quality solutions you lads are churning out. Bertmac's is participially insane!

 So this is my first attempt at building a model with normal maps, so go easy on me Sticking out tongue
I built the low poly mesh from scratch over a reference of the high ploy model using the condensed approach Ceribral suggested. Did all my modelling and rendering in Lightwave, but built the normal map in Maya (Topogun wasn't playing ball today).
Any advice on approaching the specularity map? Here I just used the AO map which was a bit of a cop out..
Solution's a bit simplistic and there are some major eye sores, like the case's handle, but I guess it's a start.

Any crit would be appreciated :) 

 Eat 3D Workshop #1 - Ammobox by Lynched Jester

jhines142's picture
Posts: 2

Hello everyone. I will update this asap.