It's been so long I actually felt I was necroposting!
I'm using Max and Mental Ray with some custom shaders from binaryalchemy.de for this model.
I'm glad I'm not the only one who finds UV mapping spectaculary unsatisfying! One of my reasons for getting to grips with this method is that UV mapping isn't required. There are no bitmaps used, its all shader based. This also means I can apply the same methods to past and future projects relatively easily
I've tuned the main hull materials a bit more and added in roughness, reflection and bump maps. Here are some renders with an alternative colour scheme....
It's been so long I actually felt I was necroposting!
I'm using Max and Mental Ray with some custom shaders from binaryalchemy.de for this model.
I'm glad I'm not the only one who finds UV mapping spectaculary unsatisfying! One of my reasons for getting to grips with this method is that UV mapping isn't required. There are no bitmaps used, its all shader based. This also means I can apply the same methods to past and future projects relatively easily
Tobian: I'm surprised most modelling software don't have it by default, it's very useful.
Chris: Cheers
This will be the last batch of test renders I think. I had a go at creating a water damage layer and an fluid-leak effects but they are sensitive to location and I think would be better painted onto baked textures. So for now thats about it with the materials, unless some cool suggestions come in
I'll get some ortho's rendered out once I decide which colour scheme to go for.
It took an age but I finally completed all the renders. There's been lots of little tweaks here and there and some changes to instanced geometry that wasn't rendering incorrectly. I don't think any of it will be particularly noticeable though.
The final unoptimised model weighs in at about 2 million polygons and a file size of about 115 MB.
I know I have no room to talk about texturing, but it seems like the chipped paint effect around the docking rings are a bit too regular.
That said, this is really a magnificent model. I hope you are aware of the potential pitfalls of releasing this publicly, though I will be the first to admit that I would love to get my hands on it .
I hope you are aware of the potential pitfalls of releasing this publicly
Sort of; I'm trying to focus on the positive aspects of it though. I would really like to see it used rather than just sitting on my hard drive for eternity. I'm going to try to get it out there for a while so it can be traced back to me and not unscrupulously sold on some site somewhere.
My current plan is to collapse all the geometry into an obj with seperate open and closed positions. Because there are no textures it may make it awkward for people to use but who knows, time will tell Once all that is done I'll get onto some of the moderators here to see if the uploader is behaving itself. I've had a kind offer for hosting but I want to give SFM the option first.
Thanks for the feedback gents. Fractal & Tobias, could you further describe the regular pattern. I've been staring at it intently but don't understand quite what you mean.
The weathering is comprised of four layers. An occlusion dirtmap, edge wearing on the plating, worn metallic patches, and the impact dents/streaks which has a UV map projected from the front of the mesh.
Is the problem with one of these layers or all of them together?
Did you use a cylindrical unwrap for it? P.S. I see a red R2-D2.
Yea you are correct, theres 6 of them dotted around the ship in glorious low-poly form!
The shaders I'm using don't follow a strict UV map. It's a sort of tiled face-mapping but because there are no bitmaps theres no bluring or artifacts. The streak shader layer follows a projection style map however, which creates that asteroid battered look.
I'm not sure if this will work well or in fact at all. Its a Flash based 3D Ship Spinner Thing. Its fairly large and entirely dependant on dropbox's bandwidth and caps. It's also at 1920x1080 so will consume a fair chunk of memory and graphic perfomance. I'd really appreciate feedback on this as I'd like to make it available to everyone here to use for their own projects.
If you look at your ship, the chipped paint is pretty evenly spread out. Normally chipped paint would only occur in areas where something is hitting the surface - so there would be areas that are more "secure" and have less of that. And even in the area that have the chipped paint effect there should be ideally variations - some places where something big hit it, some areas where a couple of small elements hit it, and so on.
If youAâre applying this randomly and not want to paint it for every surface, then IAâd at least make the texture pattern less evenly spread out. That might do the job quite nicely and not involve a lot of work.
XRaiderV1.7226I have absolutely no ideaPosts: 1,074Member
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I'm using Max and Mental Ray with some custom shaders from binaryalchemy.de for this model.
I'm glad I'm not the only one who finds UV mapping spectaculary unsatisfying! One of my reasons for getting to grips with this method is that UV mapping isn't required. There are no bitmaps used, its all shader based. This also means I can apply the same methods to past and future projects relatively easily
btw.: looks absolutly amazing
^^
sometime reading makes things easier
Tobian: I'm surprised most modelling software don't have it by default, it's very useful.
Chris: Cheers
This will be the last batch of test renders I think. I had a go at creating a water damage layer and an fluid-leak effects but they are sensitive to location and I think would be better painted onto baked textures. So for now thats about it with the materials, unless some cool suggestions come in
I'll get some ortho's rendered out once I decide which colour scheme to go for.
Happy New Year to you and your family,thanks for your brilliant posts.
The final unoptimised model weighs in at about 2 million polygons and a file size of about 115 MB.
Thanks for the support!
Poster 9.40MB 4000 x 7286
Poster 41.4MB 8200 x 14900
That said, this is really a magnificent model. I hope you are aware of the potential pitfalls of releasing this publicly, though I will be the first to admit that I would love to get my hands on it .
Sort of; I'm trying to focus on the positive aspects of it though. I would really like to see it used rather than just sitting on my hard drive for eternity. I'm going to try to get it out there for a while so it can be traced back to me and not unscrupulously sold on some site somewhere.
My current plan is to collapse all the geometry into an obj with seperate open and closed positions. Because there are no textures it may make it awkward for people to use but who knows, time will tell Once all that is done I'll get onto some of the moderators here to see if the uploader is behaving itself. I've had a kind offer for hosting but I want to give SFM the option first.
Bye
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The weathering is comprised of four layers. An occlusion dirtmap, edge wearing on the plating, worn metallic patches, and the impact dents/streaks which has a UV map projected from the front of the mesh.
Is the problem with one of these layers or all of them together?
P.S. I see a red R2-D2.
Come on everyone knows R2-D2 is BLUE not RED. That's R-4!
Yea you are correct, theres 6 of them dotted around the ship in glorious low-poly form!
The shaders I'm using don't follow a strict UV map. It's a sort of tiled face-mapping but because there are no bitmaps theres no bluring or artifacts. The streak shader layer follows a projection style map however, which creates that asteroid battered look.
I'm not sure if this will work well or in fact at all. Its a Flash based 3D Ship Spinner Thing. Its fairly large and entirely dependant on dropbox's bandwidth and caps. It's also at 1920x1080 so will consume a fair chunk of memory and graphic perfomance. I'd really appreciate feedback on this as I'd like to make it available to everyone here to use for their own projects.
http://dl.dropbox.com/u/12167692/scifi-meshes/cr90/3d_spinnerdb.html
If youAâre applying this randomly and not want to paint it for every surface, then IAâd at least make the texture pattern less evenly spread out. That might do the job quite nicely and not involve a lot of work.
A great model and a fine mesh ...;)