Nice breakdown!! Jsplacement is very usefull for that kind of texture. I’am more curious about your lightning system and color management! Anyway very good job
Thank you my friend!
thanks for that breakdown, super useful!
I have one more question regarding the UV maps. Do you generate new UVs with the High Poly Mesh?
Because unfortunately the UVs are not perfect after extraction.
In that particular example I did not. This is way too complex an object for nomad to be able to unwrap correctly. It does preserve any upward facing plane surfaces but stretches the uvs of all vertices faces. Given the use case I was not too worried about that. So I just left it.
But in other scenarios I will sometimes redo the unwrap after quadremesher using guides and facegroups. That seems to help guide the uvs pretty well on lower poly meshes.
Last nights ship modeling exploration. This was fun to take a bit more time with and think more about overall flow of the shapes. Not perfect in my opinion, but feels good to make some progress away from shapes that feel heavy and hard to look at.
Maybe you will find the time and pleasure to upload a complete how to video on Youtube. I am sure that many would be happy about it.
Not how to create the spaceship or the building, but the part with the textures.
Where you show where you find the textures / maps / or how you create them and how you place them so that it works.
And the rendering / post processing.
That would be great.
It’s like this, the workflow is already clear, but as always it’s down to the little things. My attempts to recreate it look nowhere near as great as your render images, so the little tricks / info to make it better are missing.
If you don’t know the complete workflow or are not shown it, then unfortunately it’s like having to reinvent the wheel.
I totally understand and have considered how to do that in a way that is concise and clear. I will try and come up with an example that is reproducible in order to put a video together. The only issue will be trying explain my thought process lol! Most of what I am doing is eliminating all of the attempts that don’t work, leaving what looks better than what didn’t work. I will make a good effort to do this though. I know it would be helpful, and could open even more creative avenues for some people.
我觉得您可以做一个简单的例子,录屏一下,直接上传到这条论坛下,好让我更好的理解一下,我的英语不太好,翻译软件翻译的也不是很友好,但是操作过程我是可以看懂的。(不要发到youtube我们这看不了)非常感谢您 附带英语翻译(I think you could provide a simple example, record a screen video, and upload it directly to this forum so that I can better understand it. My English is not very good, and the translation software is not very friendly, but I can understand the operation process. (Please do not upload to YouTube as we cannot access it here). Thank you very much.
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I understand. I will do my best to share what I can here as well as on YouTube.
Amazing
Thank you:+1:
Such a great sense of epic scale! The fine details really help sell the huge scale of the ships. I too would love to see a tutorial if you felt like making one!
Thanks I really appreciate the feedback! Brainstorming about video. Hopefully will get something out soon👍
This is fantastic!
Thank you!!!
Quick piece I did a couple of nights ago. Trying to come up with tutorial ideas, and something like this might be a good starting point.
Yes, that would be a nice object for a tutorial video.
Thank you. I think it is simple enough while still communicating the basic principles and workflow.