1. Post #1
    Beverage Bandit
    kevlar jens's Avatar
    November 2005
    19,204 Posts


    Welcome to the eight iteration of the digital 3d art thread!
    Post your models, textures, renders, sculpts etc and of course questions here.

    Useful links and such
    Steam Community Page - is this active? I don't know but I'll add it on this list anyways.
    Digital 3D art v7, v6 and v5 - could be nice I guess.
    Beretta 9000 video tutorial - 4 hours long video tutorial on plane modelling a pistol in 3ds Max.
    The Polycount-wiki - a catalog of information aimed at artists in game development, whether professional, student or hobbyist.
    Texturing tutorial - learn about observation, structure, shape and frequency. Some text and a ~60 minutes long video.
    How u model dem shapes? - hands-on mini-tuts for mechanical sub-division modeling.
    Modeling Joan of Arc - tutorial on modeling, unwrapping, texturing and skinning a character in Max and Photoshop.
    A Comprehensive Look at Hard Surface Modeling for Video Games - video tut on high/low poly modeling, unwrapping, and baking.
    - PM me if you know of a tutorial or whatever that is worthy of this list.
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  2. Post #2
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,515 Posts


    Edited:

    Also, here's a (crappy) banner I made.
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  3. Post #3
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    ->Welcome to the eighth iteration of the digital 3d art thread!<-
    Fix'd
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  4. Post #4
    Kamrua's Avatar
    November 2008
    629 Posts
    Can anyone using VRay show me a good Render Setup? I'm not really sure what's good :) Thanks.
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  5. Post #5
    Gold Member
    Jeggis's Avatar
    January 2006
    424 Posts
    8 threads in nearly 4 years. Too bad most D3DA-threads have been deleted.



    Concrete Cornell box.

    Edited:

    Can anyone using VRay show me a good Render Setup? I'm not really sure what's good :) Thanks.


    Aversis - Basic Vray Studio Setup
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  6. Post #6
    Beverage Bandit
    kevlar jens's Avatar
    November 2005
    19,204 Posts
    head study

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  7. Post #7
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  8. Post #8
    Penis Architect
    paul simon's Avatar
    November 2008
    9,474 Posts
    Boredom and Vray:
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  9. Post #9
    Quality Poster
    johan_sm's Avatar
    August 2010
    9,181 Posts
    Can't wait when my wacom bamboo arrives, so going to sculpt a penis.
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  10. Post #10
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,515 Posts
    Fullsize render.

    1920x1080
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  11. Post #11
    SirCrest Sexual Enthusiast
    wingless's Avatar
    August 2008
    14,605 Posts
    Fullsize render.
    Reminds me of Mirrors Edge.

    Edited:

    also the one you posted just then is 1600x900 not 1920x1080.
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  12. Post #12
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,226 Posts
    yay a new 3d thread

    Edited:

    wow im tired of this we need v9
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  13. Post #13
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    My another practice tillable panel, 8,164 polygons with no optimisation, I've done all the major layout and divided all parts and now I need to do detail pass with all the floating geometry and tweak geometry, then low polygonal model for uv's and baking.

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  14. Post #14
    Gold Member
    Ajacks's Avatar
    August 2006
    4,178 Posts
    My another practice tillable panel, 8,164 polygons with no optimisation, I've done all the major layout and divided all parts and now I need to do detail pass with all the floating geometry and tweak geometry, then low polygonal model for uv's and baking.

    That's a lot of technical talk for a panel.
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  15. Post #15
    Gold Member
    MelonGuy's Avatar
    August 2005
    859 Posts
    Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.
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  16. Post #16
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.
    You unwrap the low poly version of the model, normals from high detail model will transfer to uv's of the low one.
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  17. Post #17
    Gold Member
    Domino's Avatar
    August 2006
    1,321 Posts
    Fullsize render.
    What if you try to make one using displacement instead of the bump? :)
    I think it'd look nice
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  18. Post #18
    Beverage Bandit
    kevlar jens's Avatar
    November 2005
    19,204 Posts
    Looks nice, Appolox.
    Remember not to keep the edges too sharp, as they won't read very good on the bake if so.
    (not saying the edges are too sharp, I can't tell from the picture, but it's a very common rookie-mistake so I thought I'd mention it)
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  19. Post #19
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    That's a lot of technical talk for a panel.
    I have such hard on for panels, I may soften the edges though as kevlar jens mentioned it might not render them into normals properly, but it's a quickie, model is pretty much instanced.
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  20. Post #20
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,226 Posts
    Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.
    high poly unwraps don't matter. basically there are rays shot out that are supposed to hit the high poly model, and when they do they describe the surface normals/ao/etc by what they return
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  21. Post #21
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,515 Posts
    Reminds me of Mirrors Edge.

    Edited:

    also the one you posted just then is 1600x900 not 1920x1080.

    Noticed it when I posted it, and fixed it already. Full size is up now.

    Edited:

    What if you try to make one using displacement instead of the bump? :)
    I think it'd look nice
    If you mean the walls, they aren't actually bumped. I couldn't manage to create a good bumpmap from the image. I'll most likely replace the texture. Right now, it's just a bitmap and nothing else.
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  22. Post #22
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,226 Posts
    have you tried crazybump?
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  23. Post #23
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,515 Posts
    Yeah. It was the original bitmap that's the issue. I need to properly paint over the separate bricks. They were completely white, with them only showing due to the shading around their edges. Since this'll create an improper heightmap, it can't be converted that easily.

    Edited:

    This is a bump only, I created by selecting all the bricks, making them a light gray, then displacing that from the original texture to randomize the edges some. I'll probably use this in conjunction with some form of light concrete texture.


    Edited:

    Looses it's 'clean' look a bit, but the results are somewhat decent. Better than the pure white, anyway.


    I should really stop posting this.
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  24. Post #24
    Squint911's Avatar
    June 2007
    323 Posts
    I made a Seat



    This is for the VW Camper model i posted near the end of the last thread
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  25. Post #25
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I made a Seat



    This is for the VW Camper model i posted near the end of the last thread
    It's perfect, love the bump mapping on the leather and the overall attention to detail.

    Simulating chains with MassFX :D

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  26. Post #26
    Gold Member
    Jallen's Avatar
    December 2007
    7,513 Posts
    It's perfect, love the bump mapping on the leather and the overall attention to detail.

    Simulating chains with MassFX :D

    I guess the idea is the physics, but chain links are almost never that shape.

    This image from google shows a better shape
    http://www.secondpicture.com/tutoria...a_bump_map.jpg
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  27. Post #27
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I guess the idea is the physics, but chain links are almost never that shape.

    This image from google shows a better shape
    http://www.secondpicture.com/tutoria...a_bump_map.jpg
    Just doing what the tutorial says really, plus a bit of my own stuff because beyond the initial set up MassFX is piss to use, something I can't say the same about with Reactor.

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  28. Post #28
    HUGE RACIST
    TH89's Avatar
    January 2005
    16,347 Posts


    nyrm
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  29. Post #29
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,226 Posts
    vroom
    rockets~
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  30. Post #30
    Gold Member
    Domino's Avatar
    August 2006
    1,321 Posts
    Yeah. It was the original bitmap that's the issue. I need to properly paint over the separate bricks. They were completely white, with them only showing due to the shading around their edges. Since this'll create an improper heightmap, it can't be converted that easily.

    Edited:

    This is a bump only, I created by selecting all the bricks, making them a light gray, then displacing that from the original texture to randomize the edges some. I'll probably use this in conjunction with some form of light concrete texture.


    Edited:

    Looses it's 'clean' look a bit, but the results are somewhat decent. Better than the pure white, anyway.


    I should really stop posting this.
    Oh nice!
    NOW! use displacement instead of bump ;)
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  31. Post #31
    Gold Member
    Mitsuma's Avatar
    April 2007
    835 Posts
    I would use microdisplacement in LuxRender.
    Microdisplacement allows for subdivision and displacement of the surface that is calculated on the fly as the ray strikes the surface, rather than prepping it in advance by subdividing the mesh. This allows the user to trade rendering speed for decreased RAM usage.

    Microdisplacement works best for details that are too large to do convincingly with a bump map, but too fine to be easily done with traditional displacement without massive RAM usage.
    http://www.luxrender.net/wiki/Microdisplacement

    Edited:

    Content:

    http://mitsuma.deviantart.com/art/Be...cene-209433379
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  32. Post #32
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Looks lovely as usual Mitsuma.
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  33. Post #33
    fuck
    Transverse's Avatar
    February 2011
    441 Posts
    I would take ram usage over rendering speed to be honest.
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  34. Post #34
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    Update to my model

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  35. Post #35
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Update to my model

    Loads of floating geometry. :razz:
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  36. Post #36
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,226 Posts
    still looks too sharp to bake well!
    we'll see
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  37. Post #37
    Gold Member
    ferdam's Avatar
    June 2005
    1,961 Posts
    Some old VGA GTX570 I modelled months ago, but now I fixed some things and made a better render setup.

    I don't know, I think this logo thing looks weird.


    Cleaner (no logo) version.
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  38. Post #38
    Gold Member
    STeel's Avatar
    November 2005
    4,405 Posts
    Some old VGA GTX570 I modelled months ago, but now I fixed some things and made a better render setup.


    I don't know, I think this logo thing looks weird.


    Cleaner (no logo) version.
    Literally the only thing that bothers me a little is how the metal is a little too reflective and looks wet because of that.
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  39. Post #39
    Dennab
    March 2011
    657 Posts
    Looks nice, seems bland, though
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  40. Post #40
    Modelrator
    PLing's Avatar
    February 2005
    4,139 Posts
    My another practice tillable panel, 8,164 polygons with no optimisation, I've done all the major layout and divided all parts and now I need to do detail pass with all the floating geometry and tweak geometry, then low polygonal model for uv's and baking.

    Might be just me but those corners looks a bit too sharp for it to be an effective high poly for baking.
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