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calculating Pi by hand

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A few textures which I've done lately. All of those have been created from high poly models in order to bake proper normal, height and ao maps.
The point of the coffee beans and gravel was to test a specific blender workflow (rigid body simulation).

 

modbuild_tileableplangse0c.jpg

 

modbuild_tileablebricd3f0s.jpg

 

 

hpbake_coffeebeans_015xd5v.jpg

hpbake_tileablegravelu9elj.jpg

 

 

p.s. reply #500



-- Edited by mAlkAv!An on Wednesday 26th of June 2013 01:17:51 PM

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Looks farken nice Malk!!

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calculating Pi by hand

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2 more

hpbake_tileablecobblesoshk.jpg

 

 

hpbake_tileableplankswhsmw.jpg



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Awesome !!! biggrin

Love them all aww



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Checkmate mate.

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Thats really nice Malk aww



-- Edited by DarK on Sunday 30th of June 2013 03:42:27 PM

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calculating Pi by hand

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Last ones, I'll go on with something else now aww

If anybody is interested I can post a short workflow breakdown.

 

hpbake_tileableshingl4ws8l.jpg

 

hpbake_tileablebricksubsed.jpg

 

modbuild_tileablebricm5sjc.jpg

 

 

hpbake_tileablebricks1ysjc.jpg

 

 



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calculating Pi by hand

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When Blitz posted a pic of an optical illusion some days ago I thought it'll be fun to make some of those on my own

opticalillsuion01_01gvs9v.jpg

opticalillsuion05_01ozswr.jpg

opticalillsuion06_01z9sit.jpg

 



-- Edited by mAlkAv!An on Tuesday 9th of July 2013 07:45:09 PM

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Unreal Old Friend

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Hey, those bump maps are really good, I've been learning 3DS max recently, and if you could go through your workflow that would be really helpful :) I'm sure that I will understand the theory behind what your saying, even if blender skills and techniques are not directly applicable.

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mAlkAv!An wrote:

When Blitz posted a pic of an optical illusion some days ago I thought it'll be fun to make some of those on my own

opticalillsuion01_01gvs9v.jpg

opticalillsuion05_01ozswr.jpg

opticalillsuion06_01z9sit.jpg

 



-- Edited by mAlkAv!An on Tuesday 9th of July 2013 07:45:09 PM


 very nice mate....how can i miss so many posts....no idea +.+



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calculating Pi by hand

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Hi,
here's a short breakdown

1. start with a simple cuboid model
- working with a grid and power of 2 values makes things easy

2. insert edge loops if necessary so that the model is built out of quads of equal size, add a subdivision modifier, create some copies of the model
(the exact amount is up to you but it usually works fine to use just a few, e.g. I did use 5 brick models for an array of 12x6 bricks)

3. sculpt large and mid scale details for each object

4. create instances of all objects, rotate/move around and arrange those
- add a simple plane to the scene which helps as a guide for the arrangement

5. bake maps onto that plane (I did use normal, height, ao maps and converted normals to cavity)
- in order to get tileable textures, just duplicate objects along the edges and move them to the opposing side

6. create the diffuse in photoshop
- paint basic diffuse colors
- use a photo resource for the mid/fine details
- multiply ao map, overlay cavity map

- convert the photo resource to normal map and combine this one with the baked normals



 

texturesfromhp_001sfu20.png

 

texturesfromhp_002gtuxp.png

 

texturesfromhp_0032ku98.png

 

texturesfromhp_00423u7w.png

 

modbuild_tileableplangespd.jpg



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calculating Pi by hand

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Getting more into cycles rendering. Most stuff is pretty simple but helps for learning and getting better. I also just started to use to compositor (pretty much equal to post processing in games)

 

render_rigidballs_03l9upe.jpg

 

 

render_chess_03mquww.jpg

 

 

landscape_045wuoz.jpg



-- Edited by mAlkAv!An on Tuesday 3rd of September 2013 03:07:35 PM

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pictures??? +.+ .....insane!!



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calculating Pi by hand

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I've been practicing Subdivision modeling lately. Starting with some basic shapes (espacially combinations of flat and roundish surfaces are tough), then proceeding to complete HP models.

 

subd006v1j8i.png

subd007klk6t.png

 

subd002mlk5o.png

 

subd0049njyq.png

 

subd0052wjp7.png

 

subd001q5ked.png

 

subd003f6khw.png

 

 

combatknife_0018lktw.png

 

 

firehydrant_0018hkae.jpg

 

 

Automag WIP

automag_0013tk44.png



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Very very cool Malk!
Superb job on the Hydrant and Automag!

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Wow Malk, those models are awesome !!

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Lord_PorkSword wrote:

Very very cool Malk!
Superb job on the Hydrant and Automag!


 ....+1....alll what you touch become gold mate! wink



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Model is too perfect-- seriously good stuff but in real life you see the welding..

- great stuff.. give me the tutorials you started with please :)
keep it up!

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calculating Pi by hand

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Welding is something you would not do with SubD modeling but sculpting afterwards. Since I'm aiming for game models (that HP model is only for baking maps) I'd just put welding seams into diffuse and normal maps.

Speaking about tutorials, mainly I started without them. As for Sub-D modeling I highly recommend to check out this thread at Polycount which also covers some of the shapes shown here.

 

 



-- Edited by mAlkAv!An on Wednesday 25th of September 2013 09:54:44 AM

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calculating Pi by hand

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Here's another one, pocket binoculars (click for full-res)

subd008_2gyqqg.png



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lol....+.+....damn nice again

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Really cool stuff Malk. Likin' this thread. I wish I had the skillz...

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You should look into this Malk!
robertsspaceindustries.com/contest/the-next-great-starship


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calculating Pi by hand

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Interesting stuff, I'm gonna keep an eye on this.

 

Here's a textured game model of the highpoly fire hydrant I've posted some time ago.

Blender:

firehydrant_002s29r9k.jpg

 

 

UDK with LoD:

firehydrant_003s1yoj1.jpg

 



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the result in UDK is very impressive , thoses subtiles brillances are pure asskicks

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calculating Pi by hand

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Blender 2.69 has been released ~ one week ago, http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.69

It's now possible to export models with smoothing groups and hard edges without physically breaking the mesh, this started as a croudfunded project and worked out very well. This same developer + another one were hired by the blender foundation and do now work on features for the game model making community. Also noteworthy is a new FBX importer which is still WiP but works great so far.

 

 

If anyone likes to use the fire hydrant model, it's available at blendswap:
http://www.blendswap.com/blends/view/70874


For a 3D preview check this sketchfab link:
https://sketchfab.com/show/96ded07b6ac1434b9225531540fe2bda



-- Edited by mAlkAv!An on Wednesday 6th of November 2013 03:00:31 PM

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thx Malk for the infos & the model...and...this lil 3D Sketchfab tool is tip top

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calculating Pi by hand

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My latest model, a scifi shield barrier based on a concept by jeremy love: http://cghub.com/images/view/383652/

Sketchfab link: https://sketchfab.com/show/c35e5695065b4c51b26724993f31f237

 

scifibarrier003klivm.png



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calculating Pi by hand

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Some low poly rocks I've created recently.

 

https://sketchfab.com/show/8a3fcb2e957240b8af0fbf45899ddb66

lprocks03eduwx.png

 

https://sketchfab.com/show/eaed318f0c26472b854e8c191853db0f

rockforms001reuno.png

 

 



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Very very nice Malk!!

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Your modelling skills always throw me off my chair, Malk!

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calculating Pi by hand

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Thanks mates. I've uploaded all of these models at blendswap but I guess you'd rather have raw files so here's a .zip with meshes/textures only:
http://www.mediafire.com/download/em88saqb318e4hk/Models_RockFormation01.zip
(this link is obsolete, check the following posts for an updated package)

Probably, 2-3 more of these rock formations would make a good set for building some cliffy levels.

rockformations_00198d27.jpg



-- Edited by mAlkAv!An on Wednesday 18th of December 2013 08:24:17 AM

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Awesome!
I plan to incorporate these into my Rrajigar Mine remake.

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your rocks.... rock solid! nice job again...

 



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calculating Pi by hand

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Nice LPS, with some useful usage like this I'm surely going to make another 2.

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mAlkAv!An wrote:

Thanks mates. I've uploaded all of these models at blendswap but I guess you'd rather have raw files so here's a .zip with meshes/textures only:
http://www.mediafire.com/download/em88saqb318e4hk/Models_RockFormation01.zip


Probably, 2-3 more of these rock formations would make a good set for building some cliffy levels.

rockformations_00198d27.jpg


They look fantastic ! biggrin

So we can import them in UT3 & set them to be ligtmapped ? confuse 

THX for sharing m8 smile



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calculating Pi by hand

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stevelois wrote:
So we can import them in UT3 & set them to be ligtmapped ? confuse 

 Yes, just make sure to change the lightmap channel to 0 (it's 1 by default). For this shot I've been using 128²px lightmaps btw.

 

Edit: It's already 0 zero by default in UT3 so scratch that. Meanwhile i started to make new rock formations.

Edit2: http://www.abload.de/img/rockformations_003wguqrh.jpg




-- Edited by mAlkAv!An on Sunday 15th of December 2013 07:07:42 PM

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calculating Pi by hand

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I've just finished 2 more rock formations. Gonna upload a new .zip for you guys tomorrow

Sketchfab Preview: https://sketchfab.com/show/3bca1a238efc4f0a821524225d043b03

rockforms00342svm.png

rockformations_002g1sj8.jpg



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Very cool!
With the 4 of them it'll give nice allowance for random looking rock faces!
Cheers!

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WOW !!!

The 2 first are superb & with the others in the work it will be an awesome rock collection !

128 is a very good value for such meshes smile

THX very much Malk biggrinbiggrinbiggrin



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calculating Pi by hand

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Here's the download link for all 4 rock models: http://www.mediafire.com/download/rk14284poyqkhcu/Models_RockFormations_1234.zip

I decided to redo the UVs for better lightmapping, so make sure to set the lightmap coordinate index to 1. A 64x64 lightmap should work for all meshes, although I'd recommend 128²px for the larger ones (#3,#4).



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THX you very much for sharing such free quality work with us !



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Looks great and very useful!

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D/Ling em.....thanks

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mAlkAv!An wrote:

Here's the download link for all 4 rock models: http://www.mediafire.com/download/rk14284poyqkhcu/Models_RockFormations_1234.zip

I decided to redo the UVs for better lightmapping, so make sure to set the lightmap coordinate index to 1. A 64x64 lightmap should work for all meshes, although I'd recommend 128²px for the larger ones (#3,#4).


 I import them in my map, set the materials & all but I still see the brown section of the texture confuse Any idea smile



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calculating Pi by hand

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I just checked my package and there is a little mistake with the naming suffix. Switch the materials for rock #01 and #02 and it should look fine.



-- Edited by mAlkAv!An on Wednesday 18th of December 2013 05:08:22 PM

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mAlkAv!An wrote:

I just checked my package and there is a little mistake with the naming suffix. Switch the materials for rock #01 and #02 and it should look fine.


There is no mistake in your package finally !

The editor as played trick on me & the assigned textures was messed up. Everything is good biggrin

THX, they look awesome & much better than the actual stock meshes aww



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Mariane rock formation
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I started to replace the stock meshes by yours. While the lighting as to be completely redone and other things, the meshes alone are looking awesome biggrin

THX again aww

ScreenShot00001.JPG



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RE: Blender Practice
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I'm just starting to look at blender



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Hey Malk! I'm working on a map for This contest. The map I'm making is going to be a tropical island, I just posted the first WIP screenshots today; your rocks are absolutely beautiful and would suit the aesthetic perfectly. May I use them, if I credit you as the creator?



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calculating Pi by hand

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Sure that's fine, feel free to use them. I also shared these at blendswap with a CC-BY license.

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