Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: Blender Practice


calculating Pi by hand

Status: Offline
Posts: 768
Date:
Blender Practice
Permalink  
 


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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

Looks farken nice Malk!!

__________________

I like playing with stuff!



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

2 more

hpbake_tileablecobblesoshk.jpg

 

 

hpbake_tileableplankswhsmw.jpg



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Awesome !!! biggrin

Love them all aww



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



Padum Tsh!

Status: Offline
Posts: 1021
Date:
Permalink  
 

Thats really nice Malk aww



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

__________________

My Leveldesign Portfolio
Above link is updated (:

 

My Levels for Unreal Tournament 3:

DM-Unlimited ~ DM-AnimusCTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-Jigoku


Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

 

 



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Unreal Old Friend

Status: Offline
Posts: 67
Date:
Permalink  
 

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.

__________________

cropped-jpegbanneraugust.jpg



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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 +.+



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

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

__________________

I like playing with stuff!



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Wow Malk, those models are awesome !!

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

Lord_PorkSword wrote:

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


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



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



Unreal Old Friend

Status: Offline
Posts: 99
Date:
Permalink  
 

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!

__________________

 Unreal Videos:http://www.youtube.com/user/ColdBloodedSamurai

UT3 Old, New & Phys X Server: Check your Browser :)

Unreal Info, Content & projects:http://unrealbyfusilade.wordpress.com/ 



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

subd008_2gyqqg.png



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



Unreal Old Friend

Status: Offline
Posts: 147
Date:
Permalink  
 

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

__________________

UnreaL Carnage



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

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


__________________

I like playing with stuff!



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

 



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

Some low poly rocks I've created recently.

 

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

lprocks03eduwx.png

 

https://sketchfab.com/show/eaed318f0c26472b854e8c191853db0f

rockforms001reuno.png

 

 



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

Very very nice Malk!!

__________________

I like playing with stuff!



Unreal Old Friend

Status: Offline
Posts: 1022
Date:
Permalink  
 

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

__________________


calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

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

__________________

I like playing with stuff!



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

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

 



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



Connoisseur of Bourbon!

Status: Offline
Posts: 2895
Date:
Permalink  
 

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

__________________

I like playing with stuff!



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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).



__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



Level Designer

Status: Offline
Posts: 931
Date:
Permalink  
 

Looks great and very useful!

__________________

czapnikdesign.com



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

D/Ling em.....thanks

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

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



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



...

Status: Offline
Posts: 4235
Date:
Mariane rock formation
Permalink  
 


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



Attachments
__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



Unreal Old Friend

Status: Offline
Posts: 23
Date:
RE: Blender Practice
Permalink  
 


I'm just starting to look at blender



__________________

{TRD}Dragon



Unreal Old Friend

Status: Offline
Posts: 67
Date:
Permalink  
 

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?



__________________

cropped-jpegbanneraugust.jpg



calculating Pi by hand

Status: Offline
Posts: 768
Date:
Permalink  
 

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

__________________

Blog

Nichts wäret ewiglich, nur die Natur bleibt bestehen.

«First  <  19 10 11 12 13  >  Last»  | Page of 13  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard