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Old 14-10-2010, 07:23 AM   #1
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Makin a Tut for 3DT DWV entrants.

If anyone has some ideas or requests as to what will be most useful, Ie, Baking out hard surface to low poly or Hard Surface techniques I'm all ears, I will make it over the next couple of weeks.
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Old 14-10-2010, 07:39 AM   #2
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Well.. erhm.. baking out hard surface to low poly is what I need....

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Old 14-10-2010, 03:32 PM   #3
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Why not do both in one?

I want some more tips on modeling details on curved surfaces and after that you can show how to bake all the modeled sweetness into the low-poly?
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Old 15-10-2010, 03:11 AM   #4
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Yeh alright.
Got any ideas for whats curvy enough for you?
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Old 15-10-2010, 03:18 AM   #5
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i have a request, something ive been wanting to try and would like to see how people approach it. Texturing baking from the high poly to the low poly. Things like complicated shaders baked into a texture using the render to texture feature. Mainly on hardsurface stuff. Not so much a character head. Although, i also wonder if its possible to use Render to Texture to bake a SS shader into a the diffuse. And maybe even the specular.

These maps of course, will just serve as a base to keep tweaking inside of photoshop. But it is something that i would be interested in seeing. Specially the part of creating the shaders themselves for the high poly geometry.
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Old 15-10-2010, 03:27 AM   #6
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Isn't baking out high to low poly kind of a waste? Anyone can show you that and there are tons of tutorials. What about something more personal like how you go about creating textures or shaders (love your texture work) or some overall process on your work flow.
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Old 15-10-2010, 03:35 AM   #7
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i wouldnt call it a waste. i just wanna see what people think about it. And how to approach it. I will say tho, that my original question is kinda pointless as i use layer styles to texture quicker. However, i recently saw The Gnomon Workshop - Hard Surface Shading and Texturing. And the stuff he talked about was pretty amazing. Gave me some ideas im still not sure i wanna head that way as i already have a good workflow stablished. But it was still pretty badass.

Although, if someone is willing to make a tutorial for dom war it should mainly focus on the low poly and textures.
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Old 15-10-2010, 03:22 PM   #8
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I'll just take anything I can get my hands on... as far as tutorials go.
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Old 15-10-2010, 04:04 PM   #9
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A claw hammer head or anything with an awkward junction like that and surfaces that go from angular to smooth.


Front fender for a car (wing if you're english - the bit with the wheel arch cut out of it) with thickness and mounting brackets. Basically a formed sheet with brackets, nicely filleted edges and so on


also a fuzzy sack
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Old 15-10-2010, 11:31 PM   #10
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Quote:
Originally Posted by Raul View Post
i wouldnt call it a waste. i just wanna see what people think about it. And how to approach it. I will say tho, that my original question is kinda pointless as i use layer styles to texture quicker. However, i recently saw The Gnomon Workshop - Hard Surface Shading and Texturing. And the stuff he talked about was pretty amazing. Gave me some ideas im still not sure i wanna head that way as i already have a good workflow stablished. But it was still pretty badass.

Although, if someone is willing to make a tutorial for dom war it should mainly focus on the low poly and textures.
That does sound cool actually you were asking for something different than what I was talking about.
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Old 15-10-2010, 11:37 PM   #11
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also a fuzzy sack
Make it extra fuzzy.
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Old 16-10-2010, 02:10 PM   #12
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Quote:
Originally Posted by Sathe View Post
Yeh alright.
Got any ideas for whats curvy enough for you?
Something like this is fine.


Nah but I don't know, maybe like details for the armor like this?

Or maybe even for something like your Mauro model
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Old 16-10-2010, 03:18 PM   #13
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Stuff like this...

http://forums.3dtotal.com/showthread...165#post817165
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Old 17-10-2010, 03:43 PM   #14
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I would like to know how one would go about making an AO map in Max.

I know there are a few tuts out there for this, but they never work for me. I always get splotches in mine, which then leads me to xNormal to get it done, but it never comes out the way I see others looking.

If anyone can shead light on this subject, that would be nice. A good AO map can take a texture to the next level. But remember, you can polish a teard all day long, in the end, it's still crap.
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Old 17-10-2010, 08:48 PM   #15
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splotchy sounds like not enough samples - turn it up (128 usually does ok on a 1024x1024 image)

keep the range low too.
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