Author Topic: The new and improved 3D model topic!  (Read 4684786 times)

no. Lolz has been posting quality models for months now.
Weren't they weapons? Modeling a gun is a lot different than vehicles.
 Anyway, I've been working on this beauty lately: (Resembles 2013 Lamborghini Gallardo LP560-4)

Front + side + wheel are the only parts which are done, others I'm currently working on.

EDIT : Whoops, quickly added this to the car, didn't notice the shape at first (Don't mind the pixely ambient occlusion):
« Last Edit: March 27, 2014, 08:34:40 AM by TheTurtorn »

You're going to bake that AO at a higher sample count into a texture and put it on the model in game, right?

You're going to bake that AO at a higher sample count into a texture and put it on the model in game, right?
Well firstly it's not a render, you can enable AO in viewports in 3ds max, when you move around it's pixely and the quality of it increases the longer you don't make any adjustments. Pretty nice actually. 1st picture is the AO at max quality, 1 second is enough to trigger it.
Secondly, nah, won't do that.

wtf lol. that isnt even starting stuff. it is criticism. the only one starting stuff here is you.
fine, i overreacted
that wasn't exactly helpful criticism however
Secondly, nah, won't do that.
if you can then you definently should bake AO onto your models

Secondly, nah, won't do that.
So you want your car to look like a shadeless splotch of dark yellow?

Well firstly it's not a render, you can enable AO in viewports in 3ds max, when you move around it's pixely and the quality of it increases the longer you don't make any adjustments.
Well so what. Then disable that and bake actual AO?

So you want your car to look like a shadeless splotch of dark yellow?
I think it's shaders job to add AO, not the models. If Blockland doesn't have AO, then the model won't aswell, model with AO will just look out of place when the environment doesn't have it.

EDIT : Not only that, but unlike my previous car, which is Marussia, I'm using slightly darkened re-colorable materials in some parts which is going to make the car look better.
« Last Edit: March 27, 2014, 09:04:41 AM by TheTurtorn »

I think it's shaders job to add AO, not the models.
No, it really isn't. Calculating proper AO in real time is impossible, so usually when creating a serious model you will bake AO and add that as a layer in your mapped texture. Blockland shaders don't have SSAO either.

EDIT : Not only that, but unlike my previous car, which is Marussia, I'm using slightly darkened re-colorable materials in some parts which is going to make the car look better.
The texture can be transparent or recolorable, you know.

The texture can be transparent or recolorable, you know.
Um, I kinda know that. I just said that all re-colorable parts in Marussia are one color, when on this Lamborghini I used some materials for some parts of the car which would be still re-colorable, but would be darker than specified by the paintcan.
No, it really isn't. Calculating proper AO in real time is impossible, so usually when creating a serious model you will bake AO and add that as a layer in your mapped texture. Blockland shaders don't have SSAO either.
You have a point there, but I still think it would be a bit out of place. Also I don't really want to mess with UVW's right now...

I think it's shaders job to add AO, not the models. If Blockland doesn't have AO, then the model won't aswell
having AO in blockland would buttrape your framerate so hard

STF (View in 3D)


Fixed the issues i had, and i b hapy.

I really do want feedback though, guys :c
« Last Edit: April 09, 2014, 04:15:33 AM by mazeribot »


New Wheel

White line is too thick imo, make it thinner.

And yeah, I''l try to make AO into the car at a later date
« Last Edit: March 27, 2014, 11:19:22 AM by TheTurtorn »


White line is too thick imo, make it thinner.

no respect for the classics

Oh.
Like, I saw wheels with white lines before, but never seen anything that thick.