Author Topic: SciFi Renders  (Read 103849 times)

Offline CyAn1d3

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Re: SciFi Renders
« Reply #1440 on: June 27, 2013, 07:19:08 PM »
just throwing out my recent character renders :P





but a question to those who have used them before...

would it be easier to model the details in using existing textures as a guide and baking them to a normal map,
or handpainting the map..

ive never done nor really used normals before >.<
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Offline Toa_Kaita

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Re: SciFi Renders
« Reply #1441 on: June 27, 2013, 10:33:20 PM »
It really depends on what youre using the model for. The easier (and less resource-intensive) way would be to bake your existing textures to a normal map. However, if youre aiming for something really high poly and made for detail shots, it might be better to model it in.

Offline Nighthawk

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Re: SciFi Renders
« Reply #1442 on: June 28, 2013, 04:18:29 AM »
normals give you shine facing the light source and shade facing away from the light source depending on the relative direction of the light position to the viewer's perspective, to the face being viewed
geometry gives you ambient lighting and projected shadow facing away from the light source independently of the viewer's position in relation to the light or the face being viewed, gradient shading facing the light source independently of the viewer's position in relation to the light source, and gradient shine facing the light source relative to the viewer's position.

take your pick

Offline CyAn1d3

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Re: SciFi Renders
« Reply #1443 on: June 30, 2013, 04:25:27 PM »
its going to be skinned and dropped into unreal for game building purposes. so adding geometry is out of the question.

i want the plating on the armor to stand out and not look soo damn flat, so i figured i either had to model in the details and bake out a map to apply to a lower poly version (wich would be this one as is, id jut build the details into it with it already mapped to save time later)

[/quote]
normals give you shine facing the light source and shade facing away from the light source depending on the relative direction of the light position to the viewer's perspective, to the face being viewed
geometry gives you ambient lighting and projected shadow facing away from the light source independently of the viewer's position in relation to the light or the face being viewed, gradient shading facing the light source independently of the viewer's position in relation to the light source, and gradient shine facing the light source relative to the viewer's position.

take your pick

i thought normal mapping and bump mapping were the same??  :lostit:
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Offline Nighthawk

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Re: SciFi Renders
« Reply #1444 on: July 01, 2013, 03:44:16 AM »
i thought normal mapping and bump mapping were the same??  :lostit:

normals take into consideration the eye of the viewer, the position of the light hitting the face being viewed, and the orientation of the face being viewed in relation to an origin of coordinates.

if you apply a normal map to a character's face texture, it will darken when a light hits it, giving the illusion of added volume.
if you move the light around, the normals will compensate with added brightening or darkening, but it most likely will never be fully dark or fully bright.
that saves you a lot of calculations if you consider regathering or caustics.

bumps, on the other hand, "push" the geometry always away from the normal of the face being viewed.... so if you apply a bump map to the same character texture, say, with a bump to depict the nose or the cheekbones, as you move around the face you'll notice excessive deformations around those bumps.
the area being viewed stays the same, and you move around, but the shader is not considering that into the rendering.
... think of it as Indiana Jones' "Leap of Faith" illusion.... as long as you watch it from the right end, it appears to have volume, but as you deviate from that angle, the volume doesn't follow your 3D shift. (or rather.... you brain knows something just isn't right)

simply put: you can't see volume if you don't consider light, reflection, and shade.... bumps are a fixed gradient of light and shade, and normals are orientation-based gradient of light and shade.

Offline CyAn1d3

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Re: SciFi Renders
« Reply #1445 on: July 01, 2013, 09:36:10 PM »
ooooooooook. i do beleive i get you. soo essentially using a bump map i can make subtle bevelings to the armor to make the plating "stick out" so to speak, and normals would be best used for things like grass and things that are static.

i did find this amongst the documentation though?
http://www.crazybump.com/
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Offline WileyCoyote

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Re: SciFi Renders
« Reply #1446 on: July 17, 2013, 02:05:25 AM »
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

My website is up! Download my ships here: http://www.michaelwileyart.com

Offline 007bashir

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Re: SciFi Renders
« Reply #1447 on: July 17, 2013, 02:56:28 AM »
 :bow: to our master   :bow:

My new desktop pic

Offline nxadam1701

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Re: SciFi Renders
« Reply #1448 on: July 17, 2013, 03:06:14 AM »
Awesomeness!

Offline mckinneyc

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Re: SciFi Renders
« Reply #1449 on: July 17, 2013, 03:52:23 AM »
Dear gods!

Offline Darkthunder

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Re: SciFi Renders
« Reply #1450 on: July 17, 2013, 04:02:39 AM »
Holy hell!!! (cookied)

Not that I mind the JJ Enterprise, but that shot looks bloody awesome.
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Offline baz1701

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Re: SciFi Renders
« Reply #1451 on: July 17, 2013, 05:26:17 AM »
Great pic, feel it was only missing one thing.

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Offline Lurok91

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Re: SciFi Renders
« Reply #1452 on: July 17, 2013, 05:34:44 AM »
That is...lovely  :D.

And great work on game models, Cy  :thumbsup:

Offline Vortex

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Re: SciFi Renders
« Reply #1453 on: July 17, 2013, 10:15:10 AM »
Very cool stuff. If you could have the lights reflecting off of the water, that may sell it a little better.

Offline mckinneyc

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Re: SciFi Renders
« Reply #1454 on: July 22, 2013, 12:28:31 PM »
What do you guys think? I am still trying to get the photoshop added effects just right


Offline Vortex

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Re: SciFi Renders
« Reply #1455 on: July 22, 2013, 01:27:43 PM »
The ship is a little to dark for my tastes, but composition is good.

Offline baz1701

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Re: SciFi Renders
« Reply #1456 on: July 22, 2013, 01:34:13 PM »
You might want to edit the ship textures to turn all but ships windows off.
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Offline ACES_HIGH

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Re: SciFi Renders
« Reply #1457 on: July 24, 2013, 12:29:01 AM »
also, remember, each of those panels in the drydock scaffold is a floodlight.

Offline ACES_HIGH

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Re: SciFi Renders
« Reply #1458 on: July 24, 2013, 01:34:44 AM »
Our RP just added a new ship, USS Tenacity.  Here's a beauty shot of our two player ships Tenacity and Discovery with the various supporting players of our Task Force.


Defiant model courtesy of Farshot, Proto-Ambassador by WileyCoyote, Galaxy by DJ Curtis, Danubes by Sean Kennedy, DS9 by Maxloaf.

Offline Vortex

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Re: SciFi Renders
« Reply #1459 on: July 24, 2013, 10:16:31 AM »
Took me a while to find those Danubes. xD

Nice render.