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SnowFella

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Everything posted by SnowFella

  1. It seems to vary alittle depending on what reference car I look at if it's got demister or not, I suspect it could be something as simple as some car's still having the original rear window and some having had it replaced at a later date. It seems to be very hard to find a 100% original car, probably as it afterall is a 30 year old model. The window is mapped though so I'll most likely toss in the demister, after all it's a very simple mask to paint As for thickness of the glass, I did a test yesterday with another architectual glass material assigned to it and it does seem like I got re
  2. Rear window and windowtrim added and I've also cleaned up the mesh a whole lot. Rear wheel flairs have also been sharpened but that doesn't really show up in this render. Just need to deside now if I want to leave the rear window clear or if I should make up a blend material with mask to look like there's a demister element added in the glass aswell.
  3. I somehow have a feeling that the lack of specular highlights is the way the HDRI was taken in, the whole center area is acctually in the shadows from buildings surounding it. So asno diret light acctually is hitting the area the model sits "in" I'm not going to see any speculars, just ambient light. I'm not sure how to tweak the falloff further though, currently the refelections do have fresnel falloff's set and I'm just not good enough when it comes to 3dsm's material editor to know exactly what all the settings will do. Your right though about the fact that I should wait with shaded/li
  4. Your right about it not being lit by the HDRI map mate...for those 2 renders I made a simple 3 point light setup that I didn't change at from one render to the other, kinda dumb as the rear render got very stupidly lit. I might just try a HDRI lit render later on today just to see what it will look likem if I can figure out the radiosity settings that is...lol It's just 2 Omni's and one Direct light set up like the below screencap shows. Bottom 2 viewports show the lightrig and the top 2 shows the 2 camera angles, can also faintly see my the wire of my smoothed mesh in those. The body
  5. Cheers guys. Finally figured out why my black carpaint material has been looking so funky, I'd totally forgot to set the reflection falloff material to fresnel Looks alot better now that it's been changed over. Started dishing out some different material ID's to the main body earlier and ran through another testrender, this time with the whole of the model visible. With the scene coming in at over 2.1 million polys now it's taking quite a while for my poor rig to render it all, don't even want to think about what rendertimes I'll be having once I've modeled the interior aswell
  6. Does indeed sound interesting...although the fact that the idea and concept is there is hardly news to certain members of another forum Even sparked interest enough in me to start thinking about putting whatever skills I have on offer if there was interest for em, nowadays I've moved on though so... Keep us posted John...make something that will blow both GR:AW and ArmA out of the water!
  7. Alrighty, the rearlights are just about finished, just need to cut out the reverselight and paint a bumpmap for the glass and they are complete. Have to say it was kinda tricky to cut those shapes out of a mesh that didn't exactly have it's edgeflow running with it in mind. Clay rearview of the model (Click for larger view) And shaded (Click for larger view) There's a few areas where the mesh is alittle wobby and needs to be fixed before I can move onto the windowtrim, also need to sharpen up where the flair meets the bodywork around the rear wheel. Snow
  8. Here's a little boring bit of an update but still part of the detailing. (Click for larger view) Looking at it now I can't say I'm overly happy with the doorhandle itself so I'll most likely revisit it tomorrow. Edit: revisited it sightly already. Atleast it isn't intersecting with the doormesh now. Also made some rearview mirrors....for being such simple geometry it's a headache to get the shape right...lol (Click for larger view) Sorry bout the background, forgot to turn off the environment HDRI
  9. Hmmm...you know, this might just explain why so many of the car shading tutorials that I've come across speak of setting the refract value for glass to 1. With it set to 1 you shouldn't get any refraction to speak of and you wouldn't have to render that additional layer....now this I have to test Edit: well, it worked in a way. With refract value for the glass set to 1 I got the reflections to show up properly in the headlight reflector without rendering a refract layer. However it completely whiped out the effect that the glass material's bumpmap gave to the composite...in other words
  10. Well I'll be damned! Knew it was something I had missed out on doing Here's the same scene composited with the usual layers aswell as a refraction layer. Thanks D!
  11. Not exactly. The HDRI is only set in the environment for the whole scene so every raytrace material that I have uses the very same source for it's reflections. Here's a simple test of just the headlights First the headlights rendered in one pass. Everything comes out ok...apart from my crap bumpmap for the glass. And secondly a composite pass (Alpha, Colour, Reflection and Background used) No reflections inside the headlights show up. I suspect this is due to the way 3dsm renders it's passes with raytrace materials. The colour pass ends up just about black as the reflector
  12. Cheers mate. I'll have a look through those links and see what I can find. I still haven't tried lighting it using the HDR but I might just give it a spin later. Right now I don't even have a skylight in the scene as render times climb by quite a bit using that. As for the headlights. The glass material is a simple Architectual - Glass Clear material and the only texture map I have applied is a bump map. I'm kinda suspecting that the problem with the lights would be in compositing the scene as they don't show up as black if I render everything all at once. Doing that though I don't have
  13. It's good ole 3dsm and photoshop in use. Photoshop has so far only been used for the tire's bump and colour aswell as bumpmaps for the headlights and indicators. I am also going to have to use it to paint a blending mask for all the decal's that's going on it in the end. Unfortunately Mental Ray is playing up with me and plainly refuses to render the scene when I use a highres HDR background, like the one used in the above renders...it's a wooping 6250x3125 large (42Mb worth of reflective goodness). Unfortunately I don't have much in the way of decent quality hdr's in lower resolution but I
  14. God Jul GR.net or Merry bloody christmas as they would say down here. @GRIN: Ta inte allt för lång jul ledighet nu!
  15. Time to bring whoever is interested here up to speed on what I've been doing since abandoning gameart, yeah...I've tossed it all in, including paying projects Instead I've moved onto highpoly modeling, more specificly a car model that I intend to see through till the bitter end. It's been fairly slow going but I'm still pleased with the results so far. Here's 2 renders of the latest progress, these ones still have highly "work in progress" shaders and lighting. I've also got some weird shading problem with the headlights that I can't explain. (Click for larger view) (Click fo
  16. It might indeed work...if the character has a fully modeled head underneath the helmet that is, not many of them do however so you are most likely just going to end up with a character without a helmet but with a huge whole where the helmet used to be.
  17. @Lancer: Yup, it will be Mitchell's new insertion vehicle...comes complete with a cowboy hat, mustache and a young Sally Fields in the passenger seat @Keen: This look any better mate? (Click for larger renders) Snow (Goes back to lurking in the shadows)
  18. You do? Be strange as this is the first time I've logged into these forums in a few weeks. I've had great fun in the last week or so moving totally away from gameart and instead starting a highpoly project that is likely to last me months Any guesses on what I'm making?? Snow
  19. Megaupload link Been available there for the better part of a month now.
  20. Well, that's exactly what's happening Keen. I've plain and simple had enough now, if I can't even have any control over the content that I've made then I don't see the point of me keeping this up and I'm bowing out of the GR:AW modding scene and this forum alltogether. I've been a member here for longer than most but with the way it's been going south lately I just don't see the point with sticking around any longer. So this is my last bid, and possibly post. For those GR:AW modders around in this forum....if you want to use the M4 and MEUSOC models that I released just a week ago they ar
  21. Alright, I don't want to clutter up this thread with discussions that clearly doesn't relate to the mod OGN are about to release but I'll reply anyways. If it's to off topic and either the original creator of the thread or the admins want it removed I'll deleate this reply. @JasonFMX: Yeah I take it personal when my creations are used without permission, perticularly so when the 5th line of the readme file I included with the mod clearly states that I don't want it modified or repackaged without my explicit permission. I guess it was easy to include the readme into this new package but to m
  22. Well, I never recieved any email about permission, so far all I've recieved are 2 PM's about possible permissions. Keep the M4 and MEU SOC in if you want to mate, in or out it honestly won't bother me a bit.
  23. Well dang...it took all of a week before those models made an appearance in someone elses mod without me being asked permission. Wooptie.
  24. It's not that I don't like modding, it's a hobby of mine and if you ask my wife she'll tell you I spend all to much of my free time either at the computer working or thinking up new ideas. You'd be suprised over the amount of times I've had to hop out of bed long after the lights has been turned off just to write down some new modding ideas or possible bug fixes I've just had. It's just very frustrating to pour hours of work into something, release it and then 99% of the time get mostly dummy spits about things that look wrong, act wrong, feel wrong and generally ain't exactly what each ind
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