thank you davide!:)
after a boooooooring day in a bad school , a little update, I've finished the top middle part, maybe I will had more details when the model will be finished.I optimised some parts, now the number of polygon has been reduce to756 000 poly. Tomorrow I will star the side part!:p I think i will finish this part in one week, two weeks max.
Hello:
This ship is wicked awesome! (I am from Chile so I don't really know if those words can be used in the same sentence XD ). But the level of detail of this Battlestar is awesome!, until now I never noticed the ship had small batteries in the upper head section, but I think we can see them in the ZOIC renders of the ship.
Keep up the amazing work!
Yeah, this is drive'n me nutz! This has to be the most highly detailed Battlestar on the web, bar none! From the pics I've seen around the web, your iteration has substantially MORE detail than Zoic......:thumb:
The detail on the underside of the fore part of the ship (front), looks like you have added generic/repetitive and randomly placed details, which makes it cluttered, and it seems you them there just for cosmetics, which actually takes away from it. It looks like close-to-zero of the details actually serve a purpose, which IMO takes away from the overall model.
Just some critique. Take it with a grain of salt if you will, but keep up the amazing work!
Just some critique. Take it with a grain of salt if you will
foehammer, all critics are welcome!
maybe I made too lots of details in the underside of the fore part, but in the Zoic studio's model the level of details is the same, maybe after texturing I will delete some details.
Well I'm a total noob when it comes to textures too but I recently started testing various materials and metal is pretty easy to do - just search on google for a metal texture
([edit] gah I posted a link to google but it redirects to a polish google search engine Just type in "metal texture" in google - I'm using the one from deviantart - it's very realistic)
Then you should make a copy of the image and add some grain and contrast to it with any program (you can even import it to your 3d program and add the effects) and apply it as a specular and bump maps (with different falloff settings). If you mess around with the options you should get a good effect pretty easy :thumb: especially if you're such a good modeller !
If you're using 3ds max then we can work together on making a good metal material because I will need one for my ships too
Here is what I was able to do with the most basic metal texture just by applying it on the hull in different ways (many parts are still untextured) : http://img.photobucket.com/albums/v326/adam145/grafika/artemis79.jpg
Metal textures are actually some of the easiest ones to make, but they all depend on how much work you're willing to put into them.
The second shot you showed of the Galactica up there, that's not a metal texture persay, it's actually got reflections that line up far more with a semi-gloss paint. Metal typically has a relatively wide reflection (Specular Map) on it with a large hotspot but medium intensity. Depending on type obviously. With metal, you'll also want to make your maps by hand in photoshop or something similar unless you're already VERY familiar with how the Max Shaders work. By this I mean mainly spec/diffuse maps. Diffuse you'll want to pick grays/blues/etc for your base color then dirt with a darker gray/black brush. Spec's it's all grayscale so you can USUALLY take your diffuse map, convert to gray scale, play with the levels and work from there.
just a little material test, i use blin material with a mental ray dgs map in diffuse slot, in the diffuse slot of the dgs map, i use my texture, for the spec i use my texture with more contrast and custom output curves, in color spec i use my texture. in the scene there are 4 lights, one main sunlight, and 3 second lights with a light grey color and a mutiplier of 0.2.
may i suggest this: as you can see in the zoic's render, there are some panelling also with textures. I think you could obtain that effect just adding (i don't know the name...lol) a panelled texture, so it gives that effect.
Posts
A little update today:
Man thatAâs a monster!!! Incredible set of details.:thumb:
When you've finished it, will you be doing any ortho's &/or beauty shots in this same scale (2.6K x 1.6K) ?
Awesome!!! Just in time for BSG to start next week too!
that's very encouraging!:)
yes when it's done i'll make very high res renders and very closes views of my battlestar!
some close views:
mon ordi me tue si je lui met autant de polygones
the polycount of my "brouette":D is actually 664 270 poly.
j'ai connu ca quand j'ai commence la 3D il y a 2 ans!:D Mon ordinateur me limitait a 30000 poly!
imageshack has compressed the quality.:(
the polycount is around 759 000 poly!
after a boooooooring day in a bad school , a little update, I've finished the top middle part, maybe I will had more details when the model will be finished.I optimised some parts, now the number of polygon has been reduce to756 000 poly. Tomorrow I will star the side part!:p I think i will finish this part in one week, two weeks max.
This ship is wicked awesome! (I am from Chile so I don't really know if those words can be used in the same sentence XD ). But the level of detail of this Battlestar is awesome!, until now I never noticed the ship had small batteries in the upper head section, but I think we can see them in the ZOIC renders of the ship.
Keep up the amazing work!
today i've got just the time to do a little unwrap UV with some textures, but i'm a noob in texturing.:(
I cannot wait to see the final product!
Just some critique. Take it with a grain of salt if you will, but keep up the amazing work!
Foe.
foehammer, all critics are welcome!
maybe I made too lots of details in the underside of the fore part, but in the Zoic studio's model the level of details is the same, maybe after texturing I will delete some details.
i'm really noob on this and i don't manage to make great materials:(
please! :help:!
([edit] gah I posted a link to google but it redirects to a polish google search engine Just type in "metal texture" in google - I'm using the one from deviantart - it's very realistic)
Then you should make a copy of the image and add some grain and contrast to it with any program (you can even import it to your 3d program and add the effects) and apply it as a specular and bump maps (with different falloff settings). If you mess around with the options you should get a good effect pretty easy :thumb: especially if you're such a good modeller !
Here is what I was able to do with the most basic metal texture just by applying it on the hull in different ways (many parts are still untextured) :
http://img.photobucket.com/albums/v326/adam145/grafika/artemis79.jpg
The second shot you showed of the Galactica up there, that's not a metal texture persay, it's actually got reflections that line up far more with a semi-gloss paint. Metal typically has a relatively wide reflection (Specular Map) on it with a large hotspot but medium intensity. Depending on type obviously. With metal, you'll also want to make your maps by hand in photoshop or something similar unless you're already VERY familiar with how the Max Shaders work. By this I mean mainly spec/diffuse maps. Diffuse you'll want to pick grays/blues/etc for your base color then dirt with a darker gray/black brush. Spec's it's all grayscale so you can USUALLY take your diffuse map, convert to gray scale, play with the levels and work from there.
and again thank you for the advices!