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Everything posted by SnowFella
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Alright, here's the new material for the dash and I've also tweaked the interior plastic somewhat. See if I can get some time tomorrow to finalise all the rest of the dash details aswell as linking the front of the dash up to the windscreen.
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Hints of a game to come from BFS....
SnowFella replied to jsonedecker's topic in Military Tactical Realism Titles
Hmmm...AF Combat controllers? As for weapons...I think I have a better than fair idea about the setup BFS are aiming towards aswell as some of the weapons that will be headed into this thing. If I remember right I might even of seen one of the early models displayed within the engine That's all I'm saying though -
It's a funky kinda material to tell the truth. The real deal I've tried mimicing it using quarter of a radial blur as bump/specmap but as you can see that didn't work all to well. I've got a better base now though that I'm going to try using.
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Very boring work done today, but it's got to be done at some stage. Painting dial textures ain't much fun at all to tell the truth. Still tweaking the dash material but for some reason I just can't get it right
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Here's today's update on the interior. Floor, sides, rear and steeringwheel/column has been modeled and mapped and I've started fleshing out the dashboard. Still to do is the inner roof with cabin light aswell as pedals, I also need to give the "holes" for the roof hatches some thickness but that will come as I put the inner roof in.
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Going to be interesting to see if that scope seen on the Rx4 will work as it do IRL. It's a Leupold Mk4 1-3x14mm CQ/T scope and should if it follows real life specs have variable magnification.
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2 new renders I did as a quick test. I'm going to step away from the HDRI lit and reflected renders to a simple studio setup and just wanted to test what the materials without reflections would look like. I'm right now working on getting an interior in, floor and sides are more or less finished. Snow
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I'd say you are. What Sup is talking about when mentioning asset generation is how the face in this example is modeled. The Halo faces look to be a few hundred polygons max and only using a colour map for texture while the Crysis faces would have a few thousand polys and be using colour, specular, normal and most likely subsurface scattering maps. In this perticulare case I'm fairly sure it's more like a few tens of thousands polys in the faces as they look to be highpoly eyecandy, modeled and textured with extreme resolution maps to look great inside the engine but if used in games would g
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I know I most likely should finish the model before I start playing around with materials but I just had to test this It's one blend material for the rubber, so with a click of a button I can change from dirty/dusty tire to clean.
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I'd have to say that if you just look at the pic Chems linked to the bonnet should be smooth all the way to the middle crease. But if you start looking around for other angles you'll notice it's acctually got that second crease aswell Mine might just be a tad to sharp though. Different angle And another one As for the shaker, the intercooler thingy that acctually have no effect what so ever on a TA except for looks , I might just have to alter the shape somewhat. Shaker closeup At the moment though I'm more concerned with the memory problems I'm getting while rendering. I'm mo
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Damn that one took time to render. Making it even worse is the fact that Mental Ray seems to be extremely unstable, it might crank out one render but if I try rendering the same screen again it crashes hard. Really crap lighting in this one though, I'd need to toss in another omni to get the interior lit properly
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Here's an update showing the whole of the car, I'd call the exterior complete at last! I'm right now setting up a shaded render of the above view...ought to take me a nice long while to render I'm afraid. Snow
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Can't really say it's to many polys at the moment, total viewport count is a mere 430 000 tri's and everything renders ok aslong as I'm mindful of my settings. So I'll most likely keep the mesh the way it is and keep making the smaller parts that really won't be seen upclose lower in polys. No real need to waste thousands of polys in a doorhandle that never will be seen closely
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hehe, it's acctually called "The Blue Cattledog" and is within easy crawling distance from home I do have to say I'm pleased with the doortrim although it was abit of a pain to get everything lined up right. Also glad that you can't really tell that I've had to start skimping on detail in the smaller parts, most of the smaller bits have no smoothing applied. Instead I've modeled them relatively smooth to start off with and used smoothgroups for that final look. Polygons are indeed starting to be a concern nowadays
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Here's another update of the outside of the doors aswell as the inside of them. I'd still need to map out quite abit of the doors inside before I can render a shaded view though. Outside view View from the rear with door open. All the pieces making up the door are linked to a dummy, so I can open or close the doors by simply rotating the dummy...I'll probably give it a proper IK setup linked to sliders later. Snow
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Alright, here's the update. Unfortunately I didn't have time to finish the inside doortrim today as the wife dragged me off to the pub So this is just an outside clay render that still has some issues and a shaded render where I haven't had time to fix up proper material ID's....inside of the doorframe will get the same rubber material as the front/rear windowtrim. Clay render Shaded render Very rought lighting in the shaded render though. Snow
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I ought to be able to show some updates in a matter of a few hours, just crawled home from work and is about to fire up 3dsm momentarily. I'd really want to finish the inside doortrim before I render anything, the framework around it is all but complete
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very easy to explain though...whoever made the helo used the same groupnaming as the crrc, just like RSI used the same body group naming for the hummer and zodiac. In other words very sloppy tagging in 3dsm
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Back to the bodywork again, front window and it's trim has been fixed and I've started working on the sidewindows. Those sidewindows will be a pain I'm afraid, pillarless doors might look good (I know I've got them on the Magna I drive ) but it's alittle tricky to get the glass to sit right. Strange as it seems I started working on the sidewindows by detaching the whole door from the bodymesh It's a tricky area as the door acctually goes forward of the A-pillar (Click for larger view)
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Alrighty, unwrapped and it's got a material that I'm reasonably happy with. Closeup Just quickly map and texture the seatback anb seatbelt loop before I'll jump back to the bodywork I think. Snow
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Sounds like I'm one of the few ppl around here who haven't had a fatal HD crash Apart from an ooooold 1.3 Gb disc that gave up on me after years of use I've never had a single problem, even so I'm damn near religious about my backups. I've got all my work saved on a drive separate from my windows installation and do fortnightly backups of my modeling folder to an external drive that only is plugged in at those occations. Not even that old drive that gave in on my was fatal, at the time it was used as a bootdrive (back in the good ole Win95 day, ie 1999) and suddently started getting bad cl
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Took a step back from the body of the car this morning and instead started working on something totally different. Quite pleased with it after just 2 hours of work to tell the truth. Just need to unwrap this thing now, might just turn into a bit of a headache to get the individual sections of it mapped without seams or stretching
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Yeah, I've got those values aswell Sup. I even remember most of them from all the extra chemistry I went through in year 12 of school, studied extra chemistry that last year. Would you of noticed and remarked about it though if I had said it was set at 1.33 instead of the default 1.5? I started working on the windshield and it's windowtrim yesterday and in doing so realised that the rear part of the bonnet was wrong so I had to change quite a bit in that area. More or less got it done though and are starting to dread the side windows, pillarless doors might look hot but it will be a pa
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Nah mate, both renders are perspective ones taken one after another. The only thing I changed was the refractive value of the glassmaterial. Even though I didn't get much time with this model yesterday I managed to paint the demister mask and also further tweak some materials, I'm getting closer to having that gold material nailed now. As for how the rig is holding up. It's behaving most of the time as I always make sure to only have relevant portions of the model visible but at full renders it sometimes does a dummyspit and crashes 3DSM. I've also managed that by accident when checking
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That difference is something that was brought in with the 1.3 patch and relates to MP kit restrictions.