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3D-= MKF random trek thread =-

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  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    Recut so it is more even and closer to the hull. Also added the proper super dark blue to the insides too. Also started ripping out sub panels to align the uvw to the panels etc. Can very well uvw them spherical here cause of the unique profile.

    emissary-1022.jpg
    StarCruiserBillynom8BolianAdmiralLizzy777Mustang13Camaro68SchmidtFGwibbleJayru
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    Too tempting to have a kickback modeling session so out comes this old model for some panels on the strut things.

    kling-pretos-vray-067.jpg

    kling-pretos-vray-068.jpg
    wibbleStarCruiserSchmidtFGWarp Propulsion LaboratoryLizzy777BolianAdmiralrojrenJayruRory1707
    Each day we draw closer to the end.
  • SchmidtFGSchmidtFG210 Posts: 203Member
    Top notch model and render.
    Do you use AO layout here?
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    Do you mean the gathered dirt in the shader? I think the hull is using the Dirt shader which is like the old mental ray AO shader. All the rest is just a dated version of Vray Next v3.1
    SchmidtFG
    Each day we draw closer to the end.
  • SchmidtFGSchmidtFG210 Posts: 203Member
    Yeah, I meant that. So it's not MR it's Vray.
    Skipped many years and just returned into making meshes again and of course I forgot how to use AO effect with MR.
    After watching an ao vid I accidentally recalled the special effect tab, but can't make renders with this result of yours yet.
    Anyway, thanks for the clarification.

    Beautiful mesh and light setting.
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    Yeah Nvidia bought Mental Ray screwed it up really badly then abandoned it so I had to move to Vray as I didnt like the limitations in Arnold and refused to go back to scanline. I think I have been transitioning for the last 5 or so years now. A lot of my models are in the MR limbo and needing annoying conversions to vray.

    OH the AO Even in MR I used a shader in the material itself so you can add the AO effect to any slot. Be it gloss diffuse reflection etc (or whatever MR called those slots) in MR there is a shader in the mental Ray shader sets called AO or something similar. (in vray it is called Dirt.

    Here is a example of the old mat editor,

    vray-dirt-mr-ao.png

    In this example it is in the diffuse slot with a composite shader (it is basically max layers in photoshit) SO I do overlay multiply or other layer settings to allow the lower diffuse map to show through the unAOed parts. (stuff in cracks) In my example I have 2 layers of the dirt shader so it has a color shift from the base green to rust then to black.

    All it really is is a corner finder, you can even invert it so it will shade outside corners and you can add maps to do stuff like worn corners with mix maps etc.

    Oh the one for MR might not be in the MR list but in general "Ambient/Reflective Occlusion (base)" or some such. I do remember there being 2 in my old MR set up one has the settings that are almost exactly like the Vray menu above the other is less complex.


    SchmidtFG
    Each day we draw closer to the end.
  • SchmidtFGSchmidtFG210 Posts: 203Member
    edited May 2 #3488
    Cheers MadKoiFish:)
    The composite with a&d doesn't work for me in MR for some reason, however since I followed your tutorials back to ugh... 2014, your diffuse mix material did the trick. https://madkoifish.wordpress.com/2019/07/21/collected-tut-like-images/
    Didn't even need to use special effects/ao at a&d (since it's a mess), just added an ao layout to the diffuse bracket then the hull diffuse setup to the bright bracket at ao tab.
    It's a raw render ofc but the ao dirt can be seen even at this low setting. The only thing I'm getting sick of is the default viewport now.

    ko3h1hbiy5qh.jpg


    Post edited by SchmidtFG on
    StarshipStarCruiserJayru
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    odd, maybe a bug in max or something? Been using composite for a while but could be version issues as the composite I think is a max shader and it might have been different on older versions. Has been a while since I was on MR.
    Jayru
    Each day we draw closer to the end.
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    Well, it is kinda that time of the decade? Well 1.5 decades??. . . . . No fancy sun set up like the last one which was 2 moves ago. Not sure if I ever did a full model of the place I am in now. I know I at least did the main rooms. This place though is a fight in the measurements as spaces are vast and there is this goofy molding on the floor and welp I was tired enough to derp up some measures so there is a fudge room of a inch on everything as the molding is 0.5 in.

    Only real reason for this is to plan things out so I know stuff fits and where to send X item or items that reside in X furniture. Also will allow me to judge what to throw out as this move is a mass house clearing too. Just junking a lot of cruft I have picked up in the last 20yrs. Having both grandparents passing I have a overload of furniture and things from those households, so some of it needs clearing as well as a lot of my old stuff I have picked up over the years and beat the snot out of.

    As for the modeling, things are done to look as close to the original stuff as possible but just enough to not take too long in modeling it. A lot is still infected with mentalray surfacing etc as the older models are from like 2009. I am also at a loss for the heavy handed AO, this is something I have had a issue with Vray and these "inside" rooms. The material is just a vraymtl with no shaders. Windows will probably remain as simple dummy shapes, the sill exists mostly for furniture clearance.

    house-035.jpg

    house-036.jpg

    BolianAdmiralStarCruiserRory1707
    Each day we draw closer to the end.
  • BolianAdmiralBolianAdmiral1120 Torrance, CaliforniaPosts: 2,573Member
    Nice place.
  • MadKoiFishMadKoiFish9835 Posts: 5,334Member
    OK found the heavy handed AO effect it is part of the GI settings now to nail which one it is so I can lighten the amount it does or eliminate it and use the shader instead. WELL maybe the uh setting called amn. occlusion? pffft though wish it had a setting to create it based on surrounding color and light (hdr in this case or the gizmo) vs BLACK.

    house-037.jpg

    house-038.jpg
    StarCruiser
    Each day we draw closer to the end.
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