Who of you do 3D / CG?

Discussion in 'Discussion and Q&A Archive' started by Raionhardt, Sep 7, 2015.

  1. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

    Joined:
    Apr 30, 2013
    Messages:
    722
    Location:
    Ohio
    Yeah, I have to agree with Selbi here. 

    Although I have to ask, what programs do you all use? Thinking about getting into 3D modeling myself. 
     
  2. Raionhardt

    Raionhardt Vanguard Member

    Joined:
    Jun 11, 2015
    Messages:
    65
       I use 3Ds Max. It is good overall, but extremelly good for modelling. I learned other softwares when I was starting and it was the one I really got along easily. I learned Maya, but it is not as good for modelling as 3Ds Max, and Blender is so messed in my opnion for modelling, although it does have some good points like built in sculpt - Maya does have one too, Max have a not so good one, Blender have a weird interface that is hard to get along, and forces people the use of keyboards and modelling in beggining produces a lot of akward results that make people give up. I and a friend of mine tried it and we both got fine with 3Ds Max really. It is not perfect, and is a complex software, but certainly the best to poligonal modelling. If you want to check organic modelling, softwares would be ZBrush, Mudbox or 3D Coat, of these ZBrush is the hardest, but have more tools, but the others have exclusive resources that can make up competition with it.

       I recommend you test 3Ds Max, Maya, Houdini or Modo. Blender only in case you want to work with free software, because if you would want to get a work later on the area, companies sometimes require people to work with certain software they already use and are familiar with.
     
    Last edited by a moderator: Sep 24, 2015
  3. Raionhardt

    Raionhardt Vanguard Member

    Joined:
    Jun 11, 2015
    Messages:
    65
    Not wanting to double post, but since is a different thing from what I said in last post, I will post the screens of the cinema from Sonic Jam.

    Entrance:

    [​IMG]

    Waiting Hall

    [​IMG]

    Corridors

    [​IMG]

    Rooms

    [​IMG]
     
  4. AdelTheQadi

    AdelTheQadi Leader of the anti body pillow movement Member

    Joined:
    Jan 19, 2013
    Messages:
    31
    Location:
    Heck off
    (Didn't reply because I was a prospect for a bit)

    Anyways, I updated the Ice Cap textures so it now captures the iciness of the first texture and the cleanliness of the second texture.

    WELL HERE YOU GUYS FUCKING GO

    ​Also I'm able to upload the full 4096px texture finally instead of having to reduce it from being a trialist, so now you can see the full detail (click for full resolution)

    EDIT: Images on this linked post 

    (Used up 94.3mb out of the 96.33mb  :blink: )

    EDIT: Added a tessellation demonstration (just to show the tesselation, not any "OH MY FREAKING GOD" rendering techniques to them)

    Ditto^ 

    redhotsonic edit:  See my next post for reason of removal of the shot <--Fixed and understood
     
    Last edited by a moderator: Oct 3, 2015
  5. Raionhardt

    Raionhardt Vanguard Member

    Joined:
    Jun 11, 2015
    Messages:
    65
    Wow, loved the small distortion effects on the close up. Now I want to see this in a stage with a mesh with depth or displacement.

    Ah, the second image you put didnt appeared.

    I was thinking, this image is a 4 tiled image. Wouldnt be better to make a 1/4 of the image at 2048 resolution (1 tile instead of 4)? It will certainly save space on the engine and running memory.

    Do you have skype? We could talk more and maybe share some techniques and assets if needed or keep updated.
     
  6. redhotsonic

    redhotsonic Also known as RHS Member

    Joined:
    Aug 10, 2007
    Messages:
    2,969
    Location:
    England
    AdelTheQadi, I think Ordos might be a little bit pissed that you've uploaded a 90+MB picture on the SSRG server and then everyone who visits this topic (which is a high rated topic) will be downloading it.  With the contest around the corner which is also being hosted on SSRG (IIRC), this screen shot won't help server matters.  Therefore, I have removed it.  You have 96.33MB limit altogether, and it shouldn't be used for one picture.

    Maybe downsize it seeming as it's a repeated pattern, and bring the file size down, like, really really down.
     
    Last edited by a moderator: Oct 2, 2015
  7. Selbi

    Selbi The Euphonic Mess Member

    Joined:
    Jul 20, 2008
    Messages:
    2,429
    Location:
    Northern Germany
    Can't you just use imgur?
     
  8. AdelTheQadi

    AdelTheQadi Leader of the anti body pillow movement Member

    Joined:
    Jan 19, 2013
    Messages:
    31
    Location:
    Heck off
    ​Shit...

    Thought it was maybe a limit per day or something like other services I've used. Anyways, I'll use external services for large images like that from now on, sorry about that and tell Ordos not to kill me.   Please.

    EDIT: 

    Here are the images hosted on my Google drive instead.  They should also load faster because the texture is now a jpeg (which I should've used from the start)

    Here's the texture:  4096px Texture  (Zoom in for detail)

    Here's the tessellation demonstration:  Tessellation Demo

    ​I did purposely tile the pic because it's easier on the eyes to get a feel for what it'd normally look like; kind of like looking at a single floor tile verses looking at a collection of the same floor tiles in one place.  In normal circumstances, it'll be a single tile.  And about the file size, it's now a JPEG :p
     
    Last edited by a moderator: Oct 3, 2015
  9. Raionhardt

    Raionhardt Vanguard Member

    Joined:
    Jun 11, 2015
    Messages:
    65
    Have you used a pre modelled displaced mesh or did the displace using vertex shader - the world displacement node from material editor? 

    If that image is from UE4, you will need certainly a reflection capture and a low roughness value. You can also use the Screen Space Reflection configuration from the Post Process volume to tweak and distort it. I bet it will be good. Also, try putting a high specular to the surface look more wet/glass/ice. 
     
  10. MarkeyJester

    MarkeyJester ♡ ! Member

    Joined:
    Jun 27, 2009
    Messages:
    2,867
    How the hell did I miss this thread?!

    Those ice cap remade textures are simply fantastic!  I would so love to see you have a crack at something like Hydrocity Zone =O
     
    AdelTheQadi likes this.
  11. AdelTheQadi

    AdelTheQadi Leader of the anti body pillow movement Member

    Joined:
    Jan 19, 2013
    Messages:
    31
    Location:
    Heck off
    Used the world displacement node.  The shaders are not final, like, at all lol.  All I put was the diffuse and normal map along with a generated displacement map.  I did nothing about the roughness or specularity or reflection/refraction, it was just meant to show tessellation. 
     
  12. Raionhardt

    Raionhardt Vanguard Member

    Joined:
    Jun 11, 2015
    Messages:
    65
    What I told about the reflection/specular was what you can do to make it better looking. In case you want to evade the use of the displacement on the vertex shader, you should import a pre-displaced mesh from the 3d software you use. Normally I displace, then optimize to eliminate the useless triangles and then export to UE4. Or course is possible to use the displacement node in the new built in parallax occlusion mapping or make the tesselation optimize itself in the shader. It is all possibilities. 

    But if you really want your work to appear in full glory in most video cards, definitelly make a pre displaced mesh, since tesselation/displacement/POM are all Shader Model 4 and 5 instructions.
     
  13. AdelTheQadi

    AdelTheQadi Leader of the anti body pillow movement Member

    Joined:
    Jan 19, 2013
    Messages:
    31
    Location:
    Heck off
    Thanks for the advice.  Maybe once I start making actual level geometry, I'll manually make the displacement mesh and you can maybe help with the material and shaders because this whole ice cap thing was just I've been doing on my own time, and I haven't really had the time to work on it let alone further my understanding of Unreal Engine (which is what I've been wanting to do).  Whenever there will be a long period of time where I can just do what I want, I'd be happy to share assets or collaborate whenever