ZTZ-96 A
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Looks awfully good! great work once again
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@Radium No limits !
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Hello everyone,
there is some kind of magic with render to texture technologies, and I want to share it with you.
Usually, when I do a 3D model, I like to check all the time of what I’m doing is accurate, because I know how much pain it can be to rebuild, instead of doing things once.
So, I want to show you something, referring to one question previously asked.
Falcon BMS does not have PBR technologies implemented (except some minor Ptype renders), so, we can’t get this ingame :
Nevertheless, there is some stuff that we can do to enhance a basic paint :
1/ Basic neutral material
This is the basic state of a model in 3dsmax :
2/ Diffuse texture
I just applied a single color diffuse texture :
2/ Ambiant occlusion
With ambiant occlusion, we simulate light wells :
2/ Vray HDRI
With Vray HDRI, we simulate light color propagation :
Of course, these are basic renders, and this needs some rework, to get something accurate. But I wanted to show you a bit of this magic, that does not require any glimpse of human action, except configuring and launching the processes.
Best regards,
Radium
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Hello everyone,
It was long, painful, and rather interesting, but this is it !
I finally completed this morning (2:30am) ZTZ-96A unwrapping.
There is 3 layers of HDRI RTT and one ambiant occlusion layer, all in 4096² resolution, 1024 samples for ambiant occlusion (6 hours rendering).
I know that some people like to see unwrapped file (one friend of mine here will probably tell : “Radium style” ! Here you go :
Stay tuned for what’s next !
Radium
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@Radium Great!!!
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What a beautiful target! My Maverick will be happy to destroy it!
Thanks for your great work again! -
@Radium highl level work , as always !!!
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Wow.
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Hello everyone,
there is some kind of magic with render to texture technologies, and I want to share it with you.
Usually, when I do a 3D model, I like to check all the time of what I’m doing is accurate, because I know how much pain it can be to rebuild, instead of doing things once.
So, I want to show you something, referring to one question previously asked.
Falcon BMS does not have PBR technologies implemented (except some minor Ptype renders), so, we can’t get this ingame :
You do know that you can
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@I-Hawk I have no tools for that !
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@Radium But you can LOL
Substance Painter is your friend, apparently (Don’t ask me for details though, you know me, I just admire you modelers, but I don’t know almost shit about how to )
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@I-Hawk I know substance painter, but it doesn’t makes PBR !
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@I-Hawk Not, it does not. There is a difference between a static rendering that you can get with substance software, and a physically based renderer, that simulates light in an environment.
Look :
There is zero PBR here, just an advanced texture processing that gives you the illusion it is
It’s the same here of what you would see ingame :
Sorry for the hovering, I didn’t wanted to spend time to adjust z position.
Cheers,
Radium
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You know I’m not talking about 4.36
Your models are so great that IMHO it’s a waste of resources to not make them this way right now (Because probably that work will need to be done later on anyway)
Makes me wonder if it’s not worth working for both versions at once (i.e build PBR for future, and export the properties of it to a none-PBR version for 4.36)
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@Radium your posts are simply amazing. Thanks for sharing not only the final product (which would be a great added value on its own), but also the development process; all those details that provide us with a sneak peek / a behind the scenes point of view, let us grasp the huge amount of time and skills required to reach the final design.
Amazing 3d modelling engineering. -
@I-Hawk Hello I-Hawk,
I already said it a couple of time, but I will sing it again.
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PBR is an asset and not a dogma. It means that I am absolutely not sure that PBR shall apply to all models, simply because time investment is not worth compared to tbe visibility of the model ingame.
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I did about 332 LOD0 since I am in the team. Assuming that PBR would only apply to this level of details, there no way I would retrodesigned all my model with PBR assets.
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I moreover did 1081 LODs since work for BMS, all models included, There is even less chances that I would retrodesign them all.
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Because I am respectful with rules, and because I am not in the team anymore, I didn’t felt I could confirm what you just said, but yes, I fully understand what you are talking about. Maybe it would be a good time to send us some SDK, people like Luke and I could then start working under your new specs.
About ZTZ-96A, I am experiencing a very long texturing process (digital camo is always a pain to do. I hope I can send you soon some work in progress pictures.
Thank you very much @antares190 ! I do by best to open my doors, then, people may understand what means creating 3D models !
Best regards,
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Hello everyone,
this time, texturing is an issue. I spend a huge amount of time to find good sources, and to apply texture and do connections on all polygons.
Because the structure is angular, and as I made an high poly model, I don’t think I reached more than 15% of the overall texturing process.
Nevertheless, I think that it’s good enough to show you a little glimpse !
Stay tuned !
Radium
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Hello,
first real tests ingame.
I have to lower a bit ambiant occlusion level, however, I am happy of the overall result :
If some of you are interested, here is the viewport screenshot :
As you see, there is a little gap between both, so, it’s not always easy to make an accurate texture !
Stay tuned !
Radium
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Hello,
doing significant progresses on the texture…
Still unfinished, but starts to look good !
Regards,
Radium