NVil Forum
General Category => NVILL Discussion => Topic started by: molebox on March 23, 2013, 05:07:31 pm
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Hi all.
It is my first 3d-model where i made UV, textures, render. A few years ago i made lighthouse in Cinema4d, but drag&drop a materials in Cinema4d is not considered ;)
I used a following programs:
NVil - for modelling and fixing UV + adding edges after texturing.
Unfold3d - for unwraping.
Gimp 2.8.4 -for texturing. A few years ago i tried Gimp but it seemed terrible and non-comfortable. I spent a few hours to understand this editor is better (http://i.imgur.com/H3iNTKp.gif) . I using only diffuse map - 1024x1024.
Marmoset Toolbag - for rendering.
unfortunately, I did not do a good metal without specular. I've spent on these metal strips about 3 hours, but...
A comments and questions are welcome ;D
Screenshots (click for zoom):
NVil:
(http://i.imgur.com/aAQh1XEl.png) (http://imgur.com/aAQh1XE)
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Render in Marmoset Toolbag:
(http://i.imgur.com/p4l1Gwil.png) (http://imgur.com/p4l1Gwi)
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Render in Marmoset Toolbag (HDR):
(http://i.imgur.com/FXAyA1Pl.png) (http://imgur.com/FXAyA1P)
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Nice low poly, I would a use the "H+lmb" to smooth it out a bit.
I just learned about the "H+lmb" an hour ago.
I tried the marmoset toolbag , but I do not have enough memory to run it. (4gb)
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Nice low poly,
Thanks!
I would a use the "H+lmb" to smooth it out a bit.
H+lmb = Ring Edges on default. But it is model used Smooth Group. Just very low poly - cylinder with 8 slices.
I tried the marmoset toolbag , but I do not have enough memory to run it. (4gb)
I have 2.5 gb RAM, Geforce 8600GT, Athlon 3000 - this is a very old computer :). Probably, your model has many of the polygons. How many a polygons in scene?
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texuture could use a little work, looks like a straight up photo reference, with no local details. also are you going to do a specualr, gloss and normal maps for it?
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I am using the 8400gs, I might try the toolbag again and see what happens.
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texuture could use a little work, looks like a straight up photo reference, with no local details.
Sorry, i dont understand :( Is it bad or good? =) You mean that i need a little to add a details?
also are you going to do a specualr, gloss and normal maps for it?
I will plan middle-poly whith chamfer etc. I will be to learn how to do gloss map. Unfortunately, I did not do a good metal without specular. I've spent on these metal strips about 3 hours, but...
For normal map i need hi-poly --> 1000 faces. I'll see.
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johnnybevo,
I read message into your thread about H+LMB. I need was to switch on vertex mode. It is cool, thanks!
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johnnybevo,
I read message into your thread about H+LMB. I need was to switch on vertex mode. It is cool, thanks!
You are very welcome.
I am downloading the toolbag right now.
I also took a look at the gallery on their website, that was impressive.
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I go to sleep. Tomorrow I will reply to comments or questions.
johnnybevo, i'm a little studied the Marmoset. If you will have a questions about Marmoset - you are welcome. If I know, then i will help :)
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by local details, i mean there is no edge wear and scrapes, or any occlusion or rust and dirt build up in the crevices such as around the metal straps that hold it together etc. Also need to material definition going on.
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Passerby, the barrel in the "clear room" for repairing HDD (http://i.imgur.com/urqUdcx.gif)
To all:
I tried to add a little light on an edges. Which a variant you like? Or the original better?
click for zooming:
(http://i.imgur.com/TOpj35v.png)
(http://i.imgur.com/Vt858xl.png)
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In my opinion, the texture resolution is way too high for such a lowpoly model. There's also some distortion going on, presumably from making each loop a straight line in UV space. Can you post a screenshot of the UVs? The look of the barrel could profit, if you'd make each of the 8 sides a single board in the texture, so that the planks meet at the edges. With low poly meshes like this, I wouldn't aim for a photo realistic texture, but rather use some comic style.
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In my opinion, the texture resolution is way too high for such a lowpoly model.
Yes, probably..
There's also some distortion going on, presumably from making each loop a straight line in UV space. Can you post a screenshot of the UVs? The look of the barrel could profit, if you'd make each of the 8 sides a single board in the texture, so that the planks meet at the edges. With low poly meshes like this,
Yes, i see it too :( The barrel is angular and i straighten uv, and so here is distortion(up and down of the barrel). How to work with angular UV into GIMP? Scale, Perspective?
I wouldn't aim for a photo realistic texture, but rather use some comic style.
I can't to draw :( If only to use any a artistic filter.
Thanks, Vaquero for criticism!
(http://i.imgur.com/aPt6L3z.jpg)
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Hi molebox,
It is my first 3d-model where i made UV, textures, render.
Looking very good.
I tried to add a little light on an edges.
I think those do look better. Makes the metal stand out more.
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Hi molebox,
Looking very good.
Hi steve. Thanks for comment.
I think those do look better. Makes the metal stand out more.
Which of the two? Dark or Light?
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Which of the two? Dark or Light?
I like them both. But if I had to choose, I would pick the "Light" one.
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Ok, thanks :)
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Some more improvements, you can think about: If you're going for realistic, get rid of the dark dots in the texture around the middle, that look like nails. They wouldn't make sense in a barrel. It looks like the texture was a boarded floor.
You could add 2 other metal strips, one at the very top and one at the bottom.
The top and bottom faceloops, that create the area, where the planks would have been sawed off, could be made to look as such a cross section in the texture.
And to enhance the model some more, select the inside edge loops at the ends of the barrel and move them towards the vertical middle a little (loop at the top moving down, loop at the bottom moving up). Make sure to activate "move vertex along edge" to keep the thickness constant.
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There's also plenty space in your texture. You could use that for other stuff that could be put inside a barrel, for creating variants, or you could scale down the UVs of the barrel, so that the grain and bottom blanks of the barrel fit besides the rest and you can cut off the upper part (1024x512), thus saving memory.
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Some more improvements, you can think about: If you're going for realistic, get rid of the dark dots in the texture around the middle, that look like nails. They wouldn't make sense in a barrel. It looks like the texture was a boarded floor.
Damn, i forget about nails ;D
You could add 2 other metal strips, one at the very top and one at the bottom.
The top and bottom faceloops, that create the area, where the planks would have been sawed off, could be made to look as such a cross section in the texture.
And to enhance the model some more, select the inside edge loops at the ends of the barrel and move them towards the vertical middle a little (loop at the top moving down, loop at the bottom moving up). Make sure to activate "move vertex along edge" to keep the thickness constant.
I will try to do it..
There's also plenty space in your texture. You could use that for other stuff that could be put inside a barrel, for creating variant
which variants? For example, a cap with grain or a cap with sand?
or you could scale down the UVs of the barrel, so that the grain and bottom blanks of the barrel fit besides the rest and you can cut off the upper part (1024x512), thus saving memory.
unfortunately, Nvil does not support a different width/height, only 1024x1024/512x512 etc
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which variants? For example, a cap with grain or a cap with sand?
exactly.
unfortunately, Nvil does not support a different width/height, only 1024x1024/512x512 etc
My bad. Scaling down the UVs wouldn't work with a non-square texture. The UVs should still occupy the 0-1 space (or more for tiling). In Maya the non-square textures are stretched to fit 0-1 space, or one can switch to stretch the space, I believe. Nevertheless, I just loaded a 512x1024 map into NVil and opened up the UV editor. The space gets adjusted to match the texture resolution.