this is so mind blowing! As a rookie to 3D modeling I wish I knew the correct vocabulary for this, but the hull...it looks/feels like I can reach out and touch it. What is it that gives the hull that look/feel? is it materials? textures? anyway, this is epic!
Definitely one of the best refit models out there!
I'm also curious, do you render in cycles? My Connie is around the same in terms of polys, but if only has 5 5k texture maps. Despite that renders are still noisy at 20k samples and about 20-30 min of rendering (the denoiser helps, but it smudges a lot of detail).
Definitely one of the best refit models out there!
I'm also curious, do you render in cycles? My Connie is around the same in terms of polys, but if only has 5 5k texture maps. Despite that renders are still noisy at 20k samples and about 20-30 min of rendering (the denoiser helps, but it smudges a lot of detail).
Yours are just so clean!
These are rendered in cycles, with about 2000 samples and then denoiser. It's worth pointing out there's an HDRI lighting the scene so there lots and lots of fill light which helps a lot. If I render 'moodier' scenes with less fill and a bright sun I need more samples as the denoiser just mangles all the textures in the shadows completely.
These renders are denoised and then have film grain applied back over in post which helps get rid of that 'denoised waxy' look to everything.
this is so mind blowing! As a rookie to 3D modeling I wish I knew the correct vocabulary for this, but the hull...it looks/feels like I can reach out and touch it. What is it that gives the hull that look/feel? is it materials? textures? anyway, this is epic!
Thanks man, appreciate your comments! The materials are using 2 maps, a base colour or 'albedo' map which is just the colour information, and then a roughness map. I think roughness maps are the secret to convincing materials and they control how the light plays off the surface. Substance Designer makes this a hell of a lot easier as it allows fairly quick and easy creation of high detail maps.
That's a beautiful model. I love your attention to detail on not only the modeling, but the textures as well. I don't know how many people go to the trouble of replicating the paneling pattern exactly, but that shows a wonderful level of dedication.
That's a beautiful model. I love your attention to detail on not only the modeling, but the textures as well. I don't know how many people go to the trouble of replicating the paneling pattern exactly, but that shows a wonderful level of dedication.
I have some ideas for animations I want to do, so I've done some playing with grading and getting a look I'm happy with, here's a rough one so far. It needs some tidying up and also the nav lights need to blink;
Posts
I'm also curious, do you render in cycles? My Connie is around the same in terms of polys, but if only has 5 5k texture maps. Despite that renders are still noisy at 20k samples and about 20-30 min of rendering (the denoiser helps, but it smudges a lot of detail).
Yours are just so clean!
These are rendered in cycles, with about 2000 samples and then denoiser. It's worth pointing out there's an HDRI lighting the scene so there lots and lots of fill light which helps a lot. If I render 'moodier' scenes with less fill and a bright sun I need more samples as the denoiser just mangles all the textures in the shadows completely.
These renders are denoised and then have film grain applied back over in post which helps get rid of that 'denoised waxy' look to everything.
Thanks man, appreciate your comments! The materials are using 2 maps, a base colour or 'albedo' map which is just the colour information, and then a roughness map. I think roughness maps are the secret to convincing materials and they control how the light plays off the surface. Substance Designer makes this a hell of a lot easier as it allows fairly quick and easy creation of high detail maps.
Thanks Ashley!
Sorry my English is not so good
Glad to see you back
Orthos:
8K Downloads here: https://1drv.ms/u/s!AvVjMuvUxmefnN1xUI9hWKlS6PHD-w?e=jaL4Rz
Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
Excelent!
I was looking through the orthos of yours earlier, you're pretty damn accurate!
For everyone's enjoyment, lights on the Recreational Deck have been dimmed for a better view out of the Observation windows.