Author : jdvi


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Jarkis's Avatar
Old (#1)
More or less finished with my high-poly, will be starting my low on Sunday. I am interested in using zbrush for weld seam details but I have no experience in the program, not even familiar with the UI. If I can't figure it out I plan on using filters and overlays in photoshop.

If anyone can provide me with helpful links regarding creating weld seams using either method that would be greatly appreciated. As always, critiques are welcome as well.

The last image is going to be used as a normal map overlay for the claw.







Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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schneller's Avatar
Old (#2)
I'm not sure if this post would help you at all:

http://www.polycount.com/forum/showthread.php?t=54678

Your high poly looks nice and clean. Texturing that should be fun!
Offline , spline, 134 Posts, Join Date Jan 2012, Location Des Moines, IA  
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burtonyang's Avatar
Old (#3)
Good job man. The only thing I would say is to ease up on some of the edge control you have. Some of your edges are extremely tight, exaggerate them a little more for better a better normals map. I only notice one part of your claw that has soft edges, so have that idea in mind.
Offline , spline, 153 Posts, Join Date Nov 2009,  
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Xelan101's Avatar
Old (#4)
Hey Jared, so I totally agree with Burton on the edges. Tight edges look badass on a high poly render but when you bake them down they tend to look strange. Softening the edges up a bit helps this read a bit more and exaggerates the form somewhat which again aids readability.

As for the welding I've been thinking of methods myself for the stake holders on my Jeep... Personally I'm going to try Zbrush since I'm more familiar with it. But I did find this thread of Racer445's work http://dev.polycount.com/forum/showthread.php?t=87971 in which he mentions "a line of little smooth discs that have been bent into shape, then has two noise modifiers added: one for big warpiness and one smaller scale one." However I haven't gotten that method to work right for me yet, but I haven't put too much time into it either.
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Blaisoid's Avatar
Old (#5)
being a slut for worn industrial machinery i can't not love this. besides tights edges it looks really solid.
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Darkleopard's Avatar
Old (#6)
Looking nice

I have to ask, what do you guys mean by the edges look to tight? Just that there very right angled?
Offline , polygon, 508 Posts, Join Date Feb 2012, Location Australia  
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Blaisoid's Avatar
Old (#7)
it means they are too sharp for baking purposes.
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cptSwing's Avatar
Old (#8)
Quote:
Originally Posted by Xelan101 View Post
As for the welding I've been thinking of methods myself for the stake holders on my Jeep... Personally I'm going to try Zbrush since I'm more familiar with it. But I did find this thread of Racer445's work http://dev.polycount.com/forum/showthread.php?t=87971 in which he mentions "a line of little smooth discs that have been bent into shape, then has two noise modifiers added: one for big warpiness and one smaller scale one." However I haven't gotten that method to work right for me yet, but I haven't put too much time into it either.

there's also this: http://www.scriptspot.com/3ds-max/scripts/welder-0

quick weld seams, nothing fancy to look at though
Offline , polycounter, 1,286 Posts, Join Date Aug 2011, Location Berlin  
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Jarkis's Avatar
Old (#9)
Messing around with weld seams in max by manually placing contorted spheres. Let me know if this works at all, if not I am going to abort and resort to photoshop overlays. I attempted zbrush but failed to create anything remotely believable.

Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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snow's Avatar
Old (#10)
cool!

i'd be wary about the size of those welds, the details will probably get lost in in your bake (obviously depending on your texture size), but i'm sure they would be hardly noticeable at a game res. Personally I would exaggerate them more than what you have here to make sure they pop (or show for that matter)!
Offline , triangle, 346 Posts, Join Date Oct 2009, Location Sweden  
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DJ_Aaron's Avatar
Old (#11)
sweet stuff man
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<a href='http://needasig.com'><img src='http://needasig.com/ucAiO.png'/></a>
Offline , spline, 127 Posts, Join Date Jul 2011, Location Scotland Send a message via Skype™ to DJ_Aaron  
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Jarkis's Avatar
Old (#12)
Welds are more or less finished, gonna start low poly. Let me know if they need to be tweaked at all. I plan on having this ready to be baked tomorrow, cant do any high quality bakes on my laptop but will have access to better desktops tomorrow.

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St.Sabath's Avatar
Old (#13)
nice work sofar,got a question though:
can you clarify the method you used to produce those welds?
im producing something in need for good looking welds aswell,and im just curious how you tacled this.. cheers
Offline , line, 75 Posts, Join Date Apr 2011,  
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JamesWild's Avatar
Old (#14)
I can't be sure as I didn't make this but if I was going to do that in Max I'd make a few blobby shapes and use Object Paint from the Graphite tools to place them along the seam.
Offline , polygon, 661 Posts, Join Date Nov 2011,  
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Jarkis's Avatar
Old (#15)
Finished the low, sitting at 7074 tris with everything mirrored/instanced. Currently only have test bake done and applied, baked at 1024. I have changed the geo and the UV pack a bit since that first bake so some of the pieces are a bit off but that will be resolved once I finish the HQ bakes. I think I will be able to do this with 1024 maps rather than 2048 like my previous prop.

Regarding how I created the weld seams; I made one sphere, added turbosmooth/ffd3x3/noise then instanced a small set of them and then continued instancing that set along the entire seam. Obviously, I had to manually change some of them to keep it looking too uniform but the entire process did not take terribly long. I would say a little over an hour total. I am fairly happy with how well they came out even in the low quality bake.

As for the wire render, I have added some geo to the claw and various other areas since that render, I will get another wire with updated geo up soon.

Another disclaimer regarding the wire render, the geo on the hoses have been cut down considerably, going to pass out for tonight but I will update again tomorrow.




Last edited by Jarkis; 04-18-2012 at 01:40 AM..
Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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Jarkis's Avatar
Old (#16)
Finished the HQ bake, still have to overlay the details on the claw, I might just paint them in rather than baking the plane I created earlier. I will probably end up down resing the maps to 1024 once I finish editing them.


Last edited by Jarkis; 04-18-2012 at 04:43 PM..
Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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skurmedel's Avatar
Old (#17)
Would love to rig that
Offline , vertex, 46 Posts, Join Date Feb 2012, Location Sweden  
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nick2730's Avatar
Old (#18)
what a neat script, gj
Offline , polygon, 722 Posts, Join Date Aug 2009, Location http://nickbarone3d.weebly.com/  
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darbeenbo's Avatar
Old (#19)
Nifty way to make the welding. Thanks for sharing.
Offline , triangle, 436 Posts, Join Date Jun 2010, Location Burlington, Vermont  
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Jarkis's Avatar
Old (#20)
Ended up hand painting the detail on the claw and also a few details that did not project the way I would have liked. Added welds in the middle area of the claw as well. Textures will be started this weekend, I am also going to be making a turntable/display thingy for this prop.

For now its off to my other work, look forward to any feedback I can get when I start my material.

Edit: Added a slight blur to the hand painted parts to soften up the edges a bit, not going to bother rendering again but just know its been fixed =D.


Last edited by Jarkis; 04-18-2012 at 11:26 PM..
Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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Jarkis's Avatar
Old (#21)
Been a week, did not end up updating with my old textures because of how poorly they came out. Going for round two, here is a render with the base/grunge layers. I will be adding quite a bit of scratching/exposing metal/grease and grime to the textures and would treasure any information anyone can provide regarding how to make this look as good as possible. Links to similar works or tutorials even vaguely related will be greatly appreciated.

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Blaisoid's Avatar
Old (#22)
edge wear looks very uniform at the moment. also, looking at ref pics it seems that upper parts are usually covered in some kind of thick grease and dust. this causes their edges to be more matte compared to your version.

maybe you could add a bunch of small cavities and bumps to the normal map to make claws look more used.
Online , polygon, 668 Posts, Join Date Oct 2011, Location Wroclaw, Poland  
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Jarkis's Avatar
Old (#23)
Maps are more or less finished now, lights are baked @ 1024. I think its pretty close to finished, I have to get back to my 2d work for now, thanks to everyone that has helped me through my 3d struggles.

Offline , null, 23 Posts, Join Date Feb 2012, Location San DIego, CA  
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Ace-Angel's Avatar
Old (#24)
There a distinct lack of 'oil' and grease marks on the claw, especially near bolted parts, too much scratch and not enough dirt.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
Offline , veteran polycounter, 4,501 Posts, Join Date Apr 2011, Location Canada  
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Snader's Avatar
Old (#25)
Less rust and scratches, more thick brown/black dirtsludge.
Geospheres rule, regular spheres drool!
Offline , card carrying polycounter, 2,253 Posts, Join Date Jan 2008, Location the Netherlands (Europe)  
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