1. Post #1961
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    11,830 Posts


    More on this scene coming tomorrow.
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  2. Post #1962
    Gold Member
    Sini's Avatar
    November 2010
    1,673 Posts

    Finally came out with part 1! Click the image :)
    You mentioned that you have a Polycount thread, could you share a link please?
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  3. Post #1963
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    Right here!

    Actually, I've had trouble with cubeupload's services being down and whenever that happens half my thread goes with it. Anyone have recommendations for image hosting that doesn't resize or compress or any of that bullshit?
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  4. Post #1964
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    11,830 Posts


    wippy wippy wip
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  5. Post #1965
    cepink's Avatar
    May 2009
    200 Posts
    Hey i've released a rock pack on the Unity asset store. for those who are interested.

    https://www.assetstore.unity3d.com/en/#!/content/49827

    These are photoscanned rocks, so it's pretty detailled and quite nice looking with a tesselation shader.
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  6. Post #1966
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    11,830 Posts


    Starting to not like anything in this scene, but not be able to tell exactly what's wrong. The right side building isn't textured.

    edit: a lot of it isn't textured
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  7. Post #1967
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,401 Posts


    Starting to not like anything in this scene, but not be able to tell exactly what's wrong. The right side building isn't textured.

    edit: a lot of it isn't textured
    Your lighting is very flat, for one. There's also very little dirtiness between and on objects. The assets themselves look like good quality, but you need to work on your scene a bit. Also consider doing some POST.
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  8. Post #1968
    Mr cake fingers's Avatar
    February 2009
    1,218 Posts


    Starting to not like anything in this scene, but not be able to tell exactly what's wrong. The right side building isn't textured.

    edit: a lot of it isn't textured
    The scene is also really incoherent at this stage, theres this crazy hover bike, but nothing else around it in the world that implies any kind of future tech.
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  9. Post #1969
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    In addition to what mr cake fingers said I don't really have a sense of where light is coming from in the most recent shot, and the roughness response of surfaces is pretty uniform right now. Having dirt, grime, and trash will also help a lot too.
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  10. Post #1970
    Agilor's Avatar
    July 2011
    421 Posts
    how's this for a first try?

    Ragn'ar, the Wannabe Smuggler



    featuring horrendous rigging, weird geometry, seams n shit, etc. Oh well, gotta start somewhere

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  11. Post #1971
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,401 Posts
    You managed to create an identifiable character with very few polygons. Excellent work. Good pose, good proportions. If you learn the technical side of it you have it in you to be a great CG artist.
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  12. Post #1972
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    nice han solo pistol ;)
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  13. Post #1973
    shruszka's Avatar
    May 2012
    27 Posts
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  14. Post #1974
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    11,830 Posts
    In addition to what mr cake fingers said I don't really have a sense of where light is coming from in the most recent shot, and the roughness response of surfaces is pretty uniform right now. Having dirt, grime, and trash will also help a lot too.
    Your lighting is very flat, for one. There's also very little dirtiness between and on objects. The assets themselves look like good quality, but you need to work on your scene a bit. Also consider doing some POST.
    The scene is also really incoherent at this stage, theres this crazy hover bike, but nothing else around it in the world that implies any kind of future tech.
    Thanks guys, trying to get them looking as good as possible, still have another 6 months on the scene but we wanna start off on a strong point.
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  15. Post #1975
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    Good luck! That seems like a great amount of time, definitely enough to polish it to pro level. I'd really recommend doing paintovers of renders, especially in greyscale. I'm shit at drawing/painting but it's invaluable cause I can do 10 paintovers to just get ideas out there and then go back to block out models, render, iterate.
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  16. Post #1976
    Gold Member
    xalener's Avatar
    May 2009
    5,405 Posts


    Man, I am loving this Hard-ops addon
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  17. Post #1977
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    So I'm not sure if my other post on that fits mapping only so I'm going to ask here as well.
    Is there any 3d program where you can create cubes and other objects the same way like in the hammer editor? This video should explain why I need something like this.
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  18. Post #1978
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,584 Posts
    What program is that? At least 3DS Max can snap to grid pretty similarly like Hammer.
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  19. Post #1979
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    it's c4d, I tried 3ds max once but there's so much stuff shown at once it was super confusing for a beginner like me. Then again that was 3 years ago.

    Edited:

    Also I should mention that it'd love to be able and draw a selection like in hammer and when I actually want to create a cube I press enter. That would be amazing but I'm guessing that once the source2 editor officially comes out it will have similar features so maybe all I should do right now is wait.
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  20. Post #1980
    Penis Architect
    Paul-Simon's Avatar
    November 2008
    14,976 Posts
    First of all, I recommend you to not judge 3D programs purely by their cube drawing abilities.
    And second of all, 3DS Max is pretty similar:

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  21. Post #1981
    Gold Member
    Frying Dutchman's Avatar
    November 2009
    3,865 Posts
    Try SketchUp.
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  22. Post #1982
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    First of all, I recommend you to not judge 3D programs purely by their cube drawing abilities.
    And second of all, 3DS Max is pretty similar:

    I'm not judging it because of that, to be fair c4d was probably the best choice to start learning basic 3d editing, but for the current uses that I have it's not really doing what I'd like to do with it, or I just can't find the correct tool. Guess I'll have to get 3ds from the school servers now. Thanks for showing that feature.
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  23. Post #1983
    Penis Architect
    Paul-Simon's Avatar
    November 2008
    14,976 Posts
    I'm not judging it because of that, to be fair c4d was probably the best choice to start learning basic 3d editing, but for the current uses that I have it's not really doing what I'd like to do with it, or I just can't find the correct tool. Guess I'll have to get 3ds from the school servers now. Thanks for showing that feature.
    protip: press S to toggle snapping
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  24. Post #1984
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    Try SketchUp.
    I'll try that out if after I've played around in 3ds.
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  25. Post #1985
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,735 Posts
    First of all, I recommend you to not judge 3D programs purely by their cube drawing abilities.
    And second of all, 3DS Max is pretty similar:

    Or just use the wall tool. It also works with the built in doors and windows so it gets holes carved automatically.
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  26. Post #1986
    Gold Member
    xalener's Avatar
    May 2009
    5,405 Posts

    SPHERE WHEEL
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  27. Post #1987
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    First of all, I recommend you to not judge 3D programs purely by their cube drawing abilities.
    And second of all, 3DS Max is pretty similar:

    Adding to this and kind of responding to the bit in the other video in C4D, it's also important to manipulate objects in a way that you're working with the geometry and not mucking with its scale values (which is what it seemed like was being done in C4D) because it can really screw with when you eventually bring the mesh into an engine. Especially when you're working with rigged meshes or things with a parented hierarchy.
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  28. Post #1988
    Gold Member
    xalener's Avatar
    May 2009
    5,405 Posts
    RRROOOOOOBOOTOOTOTTTT LEEEEEEEEEEEEG
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  29. Post #1989
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    Adding to this and kind of responding to the bit in the other video in C4D, it's also important to manipulate objects in a way that you're working with the geometry and not mucking with its scale values (which is what it seemed like was being done in C4D) because it can really screw with when you eventually bring the mesh into an engine. Especially when you're working with rigged meshes or things with a parented hierarchy.
    I could do it that way, editing each polygon one by one. It will work, but its going to take way longer and for something that I'm probably going to change in the future I'd rather not waste too much time on it.
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  30. Post #1990
    hippowombat's Avatar
    March 2014
    3,531 Posts
    Quixel 2.0 is out.

    http://quixel.se/
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  31. Post #1991
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    @Plaster It doesn't take way longer. Depending on how primitives are created you don't have to do manual work like that. Max lets you define the l/w/h for a cube when you make it. Most software has that kind of control. To fix the scale problem you will have to reset the transforms of the object at some point anyways, so it's better to only do it when it's really the best method for manipulating an object.

    But we are talking about such a basic level of 3D work here. Mucking with primitives or meshes at the object level is ultimately going to be a very marginal amount of the time put into modeling.
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  32. Post #1992
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    11,830 Posts
    Does it still make Photoshop tank in RAM usage?
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  33. Post #1993
    Mother of Dragons
    asXas's Avatar
    March 2006
    1,642 Posts
    I tried Quixel 2.0 I've hoped that they would have make it faster than the last version. It still feels really sluggish and slow in my opinion. I've gotten too used to Substance painter.

    Kind of feel that they shot themselves in the foot by still relying on Photoshop.
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  34. Post #1994
    Gold Member
    Wickerman123's Avatar
    February 2009
    6,269 Posts
    I tried Quixel 2.0 I've hoped that they would have make it faster than the last version. It still feels really sluggish and slow in my opinion. I've gotten too used to Substance painter.

    Kind of feel that they shot themselves in the foot by still being a relying on Photoshop.
    While it does seem counter-intuitive to use Photoshop, I like the idea of still being able to use Photoshop's native tools and brushes. Still, I'll most probably buy substance painter when it comes to it.
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  35. Post #1995
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    I was having this discussion with my friend earlier today.

    While I understand the benefits of Quixel, especially for production, it's just a more cumbersome Substance with less features and versatility. You could have two or three artists producing Substances for others using Painter, giving you total control along the entire pipeline for every material in your game/film. And since it's procedural, you can tweak seed values to get infinite variety from one Substance. Premade content falls so short of this.

    Plus I don't buy into the scan based nonsense. It's currently still an open problem in the scientific CG community of capturing BSDF/BRDFs from real world objects and then rendering (even efficiently storing) them. Current PBR can't actually represent many aspects of objects and light anyways, so their scanned data can only ever be a very coarse approximation to what the true world shows and will never render correctly. It doesn't answer any problem for artists (other than cutting out work) because they've still got to fudge things here and there. In the end all you're trying to do is make good art. So really they just are trying to provide a bunch of random presets that you can use to cut out the work of material creation, but conflate them as being better "cause scanned!" This isn't all that compelling if you can't do it right.

    They could just as easily be making all the Megascans content by hand, which exactly what Allegorithmic already has had for a while (and it's now crowd sourced!), and nobody would know the difference. They've also pushed it back continuously for a few years now making it even less worthwhile of an endeavor for them to pursue.

    Working at resolutions greater than 4k is cool and all but since it's only useful for films, it could easily be implemented in a pipeline using Substance where you combine lower resolution maps in the shader. This will also naturally be more memory conservative so not being able to paint materials in 8k is a non-issue in practice.
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  36. Post #1996
    Gold Member
    Plaster's Avatar
    October 2011
    5,667 Posts
    Finally got 3ds max and while playing around testing stuff it's perfect for what I need right now, but why does this happen?

    Why does the plane get bigger when rendered, or is the default render not good?
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  37. Post #1997
    Gold Member
    DOG-GY's Avatar
    June 2009
    15,638 Posts
    can you upload the max file?
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  38. Post #1998
    hippowombat's Avatar
    March 2014
    3,531 Posts
    I honestly regret buying Quixel. It's been helpful in some aspects, but for the most part it's been a pain in the ass and a repeating disappointment.
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  39. Post #1999
    Gold Member
    Popper99's Avatar
    September 2006
    119 Posts
    Finally got 3ds max and while playing around testing stuff it's perfect for what I need right now, but why does this happen?

    Why does the plane get bigger when rendered, or is the default render not good?
    Check the render multipliers:

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  40. Post #2000
    Gold Member
    xalener's Avatar
    May 2009
    5,405 Posts
    LEGVISION

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