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Ed's Attempts At Art

Art 3D Screenshots

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#61 Heffay

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Posted 13 November 2014 - 02:27 PM

Plug the Normal map image texture directly into the Displacement node in the Material Output. Put a math node between, set to Multiply, and you can tweak it until it looks right*.

*Note that this is just the way I do it, and may not be "right" at all.

#62 MrEdweird

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Posted 13 November 2014 - 02:52 PM

View PostHeffay, on 13 November 2014 - 02:27 PM, said:

Plug the Normal map image texture directly into the Displacement node in the Material Output. Put a math node between, set to Multiply, and you can tweak it until it looks right*.

*Note that this is just the way I do it, and may not be "right" at all.


Right is whatever works and looks good.

Still, I tried this using both Math and Color Multiply nodes, take color straight from the normal map image texture and into the displacement and it doesn't budge, absolutely no difference. I tried this on all 3 logos - nothing. Easiest to figure out is the Lyran fist because that's on a sort of ridge - the normal map on that barely makes any mention of a ridge. There's just no place on this mech I can put a decal on that would look good and still show some relief.

The closest thing to working that I got is if you look closer at the Skye logo - it looks OK from afar, up close it's a bunch of blocky smudges - but this did work, it's just using the specular as a bump map as I mentioned before to emulate the supposedly uneven surface of the ablative armor. You also get the paint bleeding through. (Ignore the crappy GIMP work on the ring of the decal lol couldn't be bothered to touch it up.)

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#63 Heffay

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Posted 13 November 2014 - 02:56 PM

What a pain. How about you just animate everything so that everything is blurry and people can't focus in on it anyway? ;)

I really wish they'd release the 4096x4096 .dds files. It would make the mechs look absolutely fantastic!

Edited by Heffay, 13 November 2014 - 02:57 PM.


#64 MrEdweird

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Posted 13 November 2014 - 03:04 PM

View PostHeffay, on 13 November 2014 - 02:56 PM, said:

What a pain. How about you just animate everything so that everything is blurry and people can't focus in on it anyway? ;)

I really wish they'd release the 4096x4096 .dds files. It would make the mechs look absolutely fantastic!


Amen brother. I think most players' systems can easily handle the improved textures. Issue is download size. Same for World of Tanks. Have you noticed some .dds are in 1024x1024 while others are 2048x2048?

About the animation bit...I already know how to make a cockpit explode into pieces, how to make explosions and fire with cycles, how to make the armor fold and crumble etc. in reference to this image :D

Already working on the basic idea but animation is quite difficult for me at this point in time.

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Edited by Edweird, 13 November 2014 - 03:13 PM.


#65 Mech42Ace

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Posted 13 November 2014 - 03:30 PM

View PostEdweird, on 13 November 2014 - 03:04 PM, said:



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Awesome man, that's really what I want to see in MWO style.





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