Frictional Games Forum (read-only)
Modeling/Art non-related to Amnesia / SOMA - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html)
+--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html)
+--- Thread: Modeling/Art non-related to Amnesia / SOMA (/thread-26059.html)



RE: Modeling/Art non-related to Amnesia - Ghieri - 08-10-2013

(08-10-2013, 11:46 AM)JustAnotherPlayer Wrote: This is a gun that I made. I think it's a M16. The front is good, but the back is bad. Yeah nevermind that. I'm awful.
[Image: w0ZLMiQ.png]

Having become intimate with these guns in the past...

1. The butt stock should be a solid triangle like shape.
2. The front sight isn't the same height as the back sight.
3. The middle has no detail at all. There are too many things to mention.
4. The tops and bottoms of the front grip should have round holes to ventilate heat, where the "grips" should be on the sides.
5. The back sight should be slightly elevated towards the back.

http://en.wikipedia.org/wiki/M16_rifle


RE: Modeling/Art non-related to Amnesia - WALP - 08-10-2013

2FacedMugManiac

[Image: GZIinKT.png]

(just me being deep and stuffs)


RE: Modeling/Art non-related to Amnesia - The chaser - 08-14-2013

My first try at making my own texture, quite happy with the results:

[Image: MsxA0Zx.png]


Made it with a tutorial, filling areas, applying metal overlays and a few filters.


RE: Modeling/Art non-related to Amnesia - Acies - 08-15-2013

Hmmm... Texturing... Looking at the examples from the previous page and the current page I'd say texturing is something you desperately need to work more on. In creating a good-looking model a lot comes down to the texturing - if your wooden beam has something on it which doesn't look like "wood" all work on the geometry of the beam is in vain. I'm not saying that I'm good at texturing, because I'm not - not yet Big Grin I'll be using one of my "hand-painted" textures for reference though. In case you want to hear it from someone good look at this:
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/

This thing with Traggey is nice:
http://www.frictionalgames.com/forum/thread-21311.html


Here are my diffuse and specular "from scratch":
Work process:
1. Create highpoly model + lowpoly model
2. Bake details in Xnormal
3. In step 2 normal map + AO is created
4. Create displacement from normal map (think Traggey does this through a plugin in photoshop)
5. Paint basic colors --> In this diffuse: Orange, gray, dark gray
6. Overlay AO
7. Use displacement + Levels tool in photoshop to either put dust/grime in crevices or scratches on heights. This is "randomized" through the use of brushes. These layers are used as masks.
8. Work out unique details; dirt/text/blotches/color fades off paint etc.
Spoiler below!

[Image: E15ncCD.png]




The specular I create through grayscaling all of my diffuse layers. I can then easily adjust the brightness of each individual layer - dust, scratches, each "basepaint" from (5). So, for example, the painted metal = orange = darker than the surrounding metal. The brighter the more reflective - so dust is darker, metal is brighter. As you may notice on inspection there are lighter cracks in the painted metal. That is because those are the scratches where paint has been removed and the metal underneath can be seen. That way I can quickly create a specular. The ambient occlusion is replaced by a another mask.
Spoiler below!
[Image: TTnoDfE.png]

After that I create the gloss through hiding all shadowing AO etc. to just get flat colors. I also hide all scratches - only keeping the basecolors from (5) and any eventual dust/grime. The brighter the gloss - the more focused the radius of the light which shines on the object.
--- Gloss not included ---


If anyone is genuinly interested I'd be happy to answer questions - since this is quite a sloppy writeup. Hopefully the videos I posted will keep you occupied - as basically what I've written above has been extracted from those + my own testing :]

Good luck!


RE: Modeling/Art non-related to Amnesia - The chaser - 08-15-2013

(08-15-2013, 12:45 AM)Acies Wrote:
Spoiler below!

Hmmm... Texturing... Looking at the examples from the previous page and the current page I'd say texturing is something you desperately need to work more on. In creating a good-looking model a lot comes down to the texturing - if your wooden beam has something on it which doesn't look like "wood" all work on the geometry of the beam is in vain. I'm not saying that I'm good at texturing, because I'm not - not yet Big Grin I'll be using one of my "hand-painted" textures for reference though. In case you want to hear it from someone good look at this:
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/

This thing with Traggey is nice:
http://www.frictionalgames.com/forum/thread-21311.html


Here are my diffuse and specular "from scratch":
Work process:
1. Create highpoly model + lowpoly model
2. Bake details in Xnormal
3. In step 2 normal map + AO is created
4. Create displacement from normal map (think Traggey does this through a plugin in photoshop)
5. Paint basic colors --> In this diffuse: Orange, gray, dark gray
6. Overlay AO
7. Use displacement + Levels tool in photoshop to either put dust/grime in crevices or scratches on heights. This is "randomized" through the use of brushes. These layers are used as masks.
8. Work out unique details; dirt/text/blotches/color fades off paint etc.
[spoiler]
[Image: E15ncCD.png]




The specular I create through grayscaling all of my diffuse layers. I can then easily adjust the brightness of each individual layer - dust, scratches, each "basepaint" from (5). So, for example, the painted metal = orange = darker than the surrounding metal. The brighter the more reflective - so dust is darker, metal is brighter. As you may notice on inspection there are lighter cracks in the painted metal. That is because those are the scratches where paint has been removed and the metal underneath can be seen. That way I can quickly create a specular. The ambient occlusion is replaced by a another mask.
Spoiler below!
[Image: TTnoDfE.png]

After that I create the gloss through hiding all shadowing AO etc. to just get flat colors. I also hide all scratches - only keeping the basecolors from (5) and any eventual dust/grime. The brighter the gloss - the more focused the radius of the light which shines on the object.
--- Gloss not included ---


If anyone is genuinly interested I'd be happy to answer questions - since this is quite a sloppy writeup. Hopefully the videos I posted will keep you occupied - as basically what I've written above has been extracted from those + my own testing :]

Good luck!
[/spoiler]

Wow, many thanks for that wall! I still need to download Xnormal, I want to give it a try! Smile

I followed this tutorial,, in case someone wants to use it:

http://gimpchat.com/viewtopic.php?f=23&t=4285


RE: Modeling/Art non-related to Amnesia - Traggey - 08-29-2013

Really getting into the speed sculpting lately.

20 min speed sculpt.

[Image: bb65.jpg]


RE: Modeling/Art non-related to Amnesia - DavidS - 08-30-2013

Nice one! Do you use zbrush/sculptris or mudbox (or something entirely else)? Smile


RE: Modeling/Art non-related to Amnesia - Traggey - 08-30-2013

Zbrush all the way, the tool has become so extremely powerfull with the last few updates.


RE: Modeling/Art non-related to Amnesia - DavidS - 08-30-2013

Ah good to hear! I really should use it more and mix stuff with 2d painting.


RE: Modeling/Art non-related to Amnesia - Traggey - 08-30-2013

Absolutely! Even if painted over it's so easy to make yourself a great base to work of with Dynamesh, do show us when you get around to it!