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Post Info TOPIC: Blender Practice


calculating Pi by hand

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Good to know it's easy to recognise, http://abload.de/img/ut_healthbase_03c9fuls.jpg

I just finished the lowpoly mesh, 1848 tris, trying to make it usable with a 512x512px texture.

ut_healthbase_05coukz.png

 

Next shots will include the normal map and some base material.



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Connoisseur of Bourbon!

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Very cool Mate!


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Awesome base Malk smile



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Unreal Old Friend

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Yep, I agree. Though I wonder if 512x512 is a good choice, wouldn't 1024x1024 be better?

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nice job

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calculating Pi by hand

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No worries Sly, I'll create large textures. The point is I want it to look good and 'readable' with lower-res textures as well. For instance, the UT2k4 health base has some small details which require pretty high texel density although you'll never notice those tiny bits in-game.

ut_healthbase_063isoc.jpg



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Connoisseur of Bourbon!

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Looks tops Malk!
Really liking the little pipe details and the worn blue paint has turned out very nicely!
You should post this on the new UT forums!

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Unreal Old Friend

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Nice work !
You could add a texture like cp_specfloorgrate2 (technic texture with the movable light) on the branch of the object.
Or the movable light which move with a specific loop.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Lord_PorkSword wrote:

Looks tops Malk!
Really liking the little pipe details and the worn blue paint has turned out very nicely!
You should post this on the new UT forums!


 ...+1.....oh yeah  



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Unreal Old Friend

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UT3 was codenamed envy.
Guess what I am right now.

Your skills are awesome, now post it over at the UT forums!!!11!11!!1oneoneeleven1!

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calculating Pi by hand

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So with Blender 2.80 test builds being available now I just did some tests with the new viewport renderer called 'eevee'.
Blender now has PBR shaders and reflections in real-time as well as some post process effects(bloom, dof, ao). This makes it easy to go from blender to UE4 since the same model will look almost the same in both applications now. No need to fiddle with different scene setups, editing your textures etc. ..

Here's 2 blender screenshots straight from the viewport:
(I posted the same models earlier in this thread rendered in UE4)

Eevee_Showcase_01b.jpg

Eevee_Showcase_01a.jpg

Eevee_Showcase_02a.jpg



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Amateur UT mapper

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Looking good Malk!

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yup....looking impressive !

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Connoisseur of Bourbon!

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+1 to both comments!
Very nice work on the topography for the scopes too Mate. I can say that now I have had some experience with modelling! wink

Did you do a high poly version to get the height map for the texturing or was that 'hand painted'?



-- Edited by Lord_PorkSword on Tuesday 18th of July 2017 11:17:34 AM

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calculating Pi by hand

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Yes, for these kind of models you should usually use a high poly model for baking a normal map.

The only part I didn't model on the high poly was that little grid pattern. It would've taken too much time so I just used an additional normal map, added and tiled multiple times in the material.

 

high poly

KlarusXT11_0004.jpg

 

 

high poly base wireframe (no subdiv)

KlarusXT11_0005.jpg

 

 

low poly

KlarusXT11_0006.jpg

 

 

low poly with normal map

KlarusXT11_0007.jpg

 

 



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calculating Pi by hand

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I just noticed that you can actually do a high res opengl render when using eevee. My previous pics have been screenshots with lots of aliasing...

 

Env_Laboratory_01b.jpg

 

Env_Laboratory_01c.jpg



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Amateur UT mapper

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The detail in the scene looks fantastic! Texturing and lighting is very pleasant on the eye. Good job.

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calculating Pi by hand

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Here are some more shots with the recently integrated SSR (screen-space reflection):

Blender_SSR_02.jpgBlender_SSR_01.jpg

 

 

 

Blender_SSR_04a.jpgBlender_SSR_03a.jpg

 

 

 

Some high poly models (3 million tris) rendered in the viewport at 60fps :)

Blender_SSR_05a.jpg



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