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Adding fine details to models?
show user profile  naf456
Hi, Nathan here.
I'm primarily a programmer, but I am building a custom game in UDK , so I need some insight with creating 3d models.

I currently have a model of a MA5C assault rifle from Halo, the video game. the problem is , is that the model looks bland.
looking at other models created by professional artists, there is are lot more 3D details in the model created by Normal mapping.
How do I achieve this?

I have been looking into normal mapping tutorials, all of them state I need a high poly model.
How do I create a high poly model?
I have tried to add details to my model, but Failed.

I have spent too long on it already, All I want, is something that resembles less of a box.

Here's a recent render of what I got :

here's what I want:

here's my diffuse texture:

here's my bump/normal:

With my Bump, I thought the darker the color the more is stands inwards and the lighter, outwards - it however doesn't seem to work, or give the correct effect.

read 675 times
9/16/2012 11:25:46 AM (last edit: 9/16/2012 11:27:07 AM)
show user profile  advance-software
if you want to focus on coding rather than modelling, grab something from turbosquid or pay one of the guys to build something for you.

if you want to get into modelling yourself, mr grotey's life of a sea turtle tutorial is probably as good a starting point as any.
people dedicate entire careers to high quality modelling. don't expect to be kicking out top notch work in five minutes.

<------------ see featured threads. second one down.

that's maybe a bump map, it aint a normal map.


read 666 times
9/16/2012 11:30:13 AM (last edit: 9/16/2012 11:40:07 AM)
show user profile  Mr_Stabby
For all things texturing and detailing i recommend mudbox. Once there, you can decide whether you'd like to add a few subdivisions to the mesh to create the high poly and later project it to a normal/bump/displacement/whatever map or simply paint the bump over there (judging from the second image it looks like regular hand painted bump + diffuse).

read 646 times
9/16/2012 12:13:04 PM (last edit: 9/16/2012 12:13:04 PM)
show user profile  naf456
Yes, I used the Nvidia Normal map tool to turn it into a Normal map , however it didn't turn out very well.
I've used Mudbox before, however I found it turns models very... muddy.
It may be just me.

I have been using 3DSmax for a couple of years actually. I'm no millionaire, I can't afford to buy every model for my game or hire someone to model them for me :D

plus part of me like modeling. just I can never get good results - I spent 6 months working on a model for an art class and In the end I just deleted it - it was horrible.

Thanks for your replies guys.
read 639 times
9/16/2012 1:20:59 PM (last edit: 9/16/2012 1:20:59 PM)
show user profile  LionDebt
Your main problem is your diffuse map.

It's literally plain colours, leaving you with a blocky, cartoon like final model.

If you compare your rendered image to the actual Halo asset screen grab beneath, 99% of the difference is simply diffuse painting.

Note the use of highlights, gradients, scratches and dents... All the subtle little things that make it 'pop' and look 'realistic'.

Use a specular map (white to black / shiny to matte) to further accentuate highlighted areas, that have been polished or conversely, have been scratched or scraped rough.

Use a normal map for inferring surface detail. A normal map is essentially lighting information. And you can give a low poly model a much higher degree of 'complexity' by baking the 'lighting information' from a high poly model onto it. Search google for more information on this.

You'de typically use the normal map for accentuating scratches and dents (from the Diffuse layer).

Use MudBox or the Canvas tools in 3DS Max to paint your model, artistically. Right now it looks as if you've simply unwrapped it, and paint-bucketed various colours onto the islands.

Look into a tool called xNormal for converting your Diffuse map into a Normal/Specular map.

Post a WIP thread - or keep posting here and we can advise/help you further.
read 635 times
9/16/2012 1:34:41 PM (last edit: 9/16/2012 1:34:41 PM)
show user profile  Mr_Stabby
There is no point in converting any other map to normal map, normal map carries 3d data from projecting highpoly to lowpoly. If you convert a bump into normal all the effect you get is still just bump - no point.

read 631 times
9/16/2012 1:59:36 PM (last edit: 9/16/2012 1:59:36 PM)
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