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Here's an update on my wires. I will have the bake and texture started soon.

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, spline,
153 Posts,
Join Date Nov 2009,
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Normals with AO in Marmoset. Anyone know why I have black lines in my model? I'm also thinking about taking my triangle count from the 8-10k range to 12-15k, any thoughts on that would be good too.

Last edited by burtonyang; 04-29-2012 at 12:42 AM..
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, spline,
153 Posts,
Join Date Nov 2009,
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First diffuse pass. Anyone know a workflow for the headlights?

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, spline,
153 Posts,
Join Date Nov 2009,
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damn son!
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, spline,
182 Posts,
Join Date Apr 2012,
Location los angeles, California
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First pass on the specular and gloss map. Time to dirty, detail, and decal! I also tried the post process filter that everyone uses for kicks and giggles. Enjoy!

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, spline,
153 Posts,
Join Date Nov 2009,
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This is so adorable! Love the textures so far - is there gonna be some sort of tread on the tires? Personally I would pull back the post process effect a bit, it's kindof muting your colors. Looking forward to the polish :] Last stretch!
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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like the color scheme!! tri count seems a little bit too high but who cares!! The result is awesome..
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, spline,
110 Posts,
Join Date Apr 2009,
Location Pasadena, CA
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Almost all the way finished! I still need to figure out how to make good textures for headlights.
@Jessica: Thanks, the tires are slick tires or racing tires so there isn't really a type of tread.
@Wasabi: Thanks! It's a portfolio piece so using a little more triangles should be no biggie.
Which version do you prefer? 1 or 2?
EDIT: Lets just go with #1

Last edited by burtonyang; 05-05-2012 at 01:05 AM..
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, spline,
153 Posts,
Join Date Nov 2009,
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Haha! I like it. A very nice clean look, befitting of the style.
How did you wind up going about the glow of the boosters on the back? What that done in post, or in Marmoset?
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, triangle,
491 Posts,
Join Date Mar 2010,
Location Los Angeles, CA
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awsome...if your going to split up the shaers and add a transparent glass windscreen i would do the same for the headlights and add some interior detail...loving the style
senior lighting artist @ r*north
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, veteran polycounter,
3,421 Posts,
Join Date May 2006,
Location edinburgh
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I'm not sure I like the green of the glass, it seems to contrast negatively with the orange of the bodywork. Other than that, it's lookin' good.
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, line,
80 Posts,
Join Date Oct 2011,
Location Plymouth, UK
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Love this!! Would be nice to see some strong fresnel and cubemap effects on the glass.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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@Jeremy Tabor: Thanks! The glow of the boosters is done in Marmoset using spotlight volumetric lighting.
@SHEPEIRO: Thanks, I'll give it a try!
@Tom Pritchard: Now that I look at the concept again, the windshield is more blue, nice catch.
@gilesruscoe: I would love to add strong fresnel and cubemap effects, but I don't know how to do that even more so in Marmoset than I already did. I turned the specular sharpness up to 256 (or max). Marmoset doesn't really support a slot for reflections itself and it's built into the specular sharpness.
Quote:
Originally Posted by EarthQuake
Marmoset lighting = image based lighting, from cubemaps. Specular = reflection. Create some new skys if you want different reflection.
Spec sharpness = cubemap resolution.
I think the highest resolution(full res) cubemaps got disabled at some point in production on DoD, maybe that can be added back in. This is probabbly what most people want when they talk about reflections, just sharper reflections.
But you're not going to see a "reflection" slot, as its already happening.
The reflection "mask" is just your specular, and gloss textures. One controls sharpness, the other intensity.
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I hope they add the full resolution for cube maps back into Marmoset in the next update! It would help me and everyone else a lot 
Last edited by burtonyang; 05-05-2012 at 09:18 AM..
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, spline,
153 Posts,
Join Date Nov 2009,
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Lights: http://www.laurenscorijn.com/article...ing-rearlights
Liking where this is going man, nice and chunky, clean textures.. good work so far!
I suggest you try my shader; I've always tweaked it to make it work well with vehicles, plus it has some options for soft illustrative (cartoony) lighting. Things Marmoset just doesn't allow you any control over.
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, card carrying polycounter,
2,419 Posts,
Join Date Oct 2008,
Location London, UK
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Yea XoliulShader would work a treat, or if your not using max then you could always try UDK - anything that has a little more cubemap control that marmoset (as much as i love marmoset i just wish they had seperate reflection controls).
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Man this looks so cool. The texture work is really well done too. Nice and sharp. 
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, spline,
225 Posts,
Join Date Jul 2011,
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Its been a while since I've worked on this and I finally had the time to finish it up! I tried all sorts of rendering methods such as Marmoset, Xoliul, and UDK. I found that Marmoset was probably the best since it was the only one that didn't give me as many shading errors compared to the other ones. And thanks Xoliul for the great headlight tutorial! I'm calling this one done and here are the final images:
Thanks to those who have helped along the way.
Last edited by burtonyang; 09-04-2012 at 02:42 PM..
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, spline,
153 Posts,
Join Date Nov 2009,
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