Randomness
-
Went back to refine this game model a bit, better textures, better geometry:
-
Great photo, cannot wait for the render..
That's awesome!!, well done.
-
that's incredible!!! -
-
Fantastic!
-
Fantastic texturing...nice Vray renders.
-
@marian said:
@smokinbakin said:
This is going to be great once textured!
It's already textured
Sorry I had only looked at the first page
-
Thanks for sharing you don't know it but me looking at your work re-started my passion for railways i am seriously now trying to draw locos etc you have set a magnificent standard to strive to thank you and please keep on showing us your work
-
Beautiful!!
-
wow...these are ridiculous! amazing texturing....and modelling...but the texturing...just unreal....
-
Absolutely gorgeous! I tend to avoid the "industrial" models that show up as they aren't usually my cup of tea, but these are just beautiful!
-
Really really cool. Well done. I really think youre texturing skills are superb and should give us a load down how you go by putting textures on and preparing it. I love the detailed white models and it actually shows off a great deal of detail. You should build a mountain and put the train on a nice high steel bridge with a huge waterfall coming down the mountain as the train exits the tunnel. Superbly done! I would really love to see more.
-
Thank you all.
As a 2D artist I find texturing the same as doing any other artistical piece, now it's time to leave real clay modelling for 3D modelling and go all digital. I did another re-texture on the locomotive, tried to recreate a classic that's long been gone:http://img216.imageshack.us/img216/4052/da711.jpgNow as I am more confortable with the program, I feel ready to tackle my concepts and transfer them to 3D, so hopefully when the time comes to post another image it will be something completely different, possibly this:
-
Radu,
Utterly stunning work. The clay model renders on the first few pages were very impressive (very curious how you did the rails, sleepers and ballast stones between them- are they rendered or Photoshopped?), but the texturing work is unbelievable!
Aside from your incredible texture map making skills, I'm especially curious how you applied the texture onto the main bodywork of the train, around the chamfered corners for example? It's so well done it looks pelt mapped.
Stunning, looking forward to seeing more from you in the future.
-
Thanks. The railway track from the first renders is a simple model from the warehouse, the stones are just textures.
I did have a problem with applying textures to rounded corners because projecting from either the front or the side distors the texture so what I did was project the texture onto the curved surface, went and turned off projection on every single face that makes up the curve and repositioned manually untill it fit, a tool that unwraps surfaces such as this into flat planes would of been a huge time saver, one more:
-
Thank you, I do wish there was a simpler way to texture map, I did try to use the unfold tool but it didn't quite work, I'm guessing a plugin that would make texturing alot easier would be one that flattens the model, allows you to apply the texture and then a command that undoes the flatten but still keeps the texture. I have no idea what pelt mapping is.
Thanks!
-
Pelt Mapping. . .applying a texture map to a dead animal.
-
I've never actually used it, but pelt mapping is a UV mapping method whereby you select a "seam" of edges on a mesh (exactly like a taxidermist cutting the seams in an animal's pelt to remove it in one piece, hence the name). The mesh is then unfolded to form a 2D surface- which you then use as a template for creating a texture map. On applying the texture to the map the program automatically applies the correct UV mapping (including distortion) to each face according to their original 3D position. It's possible in 3D Max, but I think SU would have to be re-written from the ground up to implement this feature.
I'm still curious how you achieved such good dirt and rust mapping on the trains- is there much post-processing, or is that all in the actual textures? It really looks like you used ambient occlusion to get depth in all the details, but I didn't think Podium supported AO? Any chance we could see some close-ups? Raw SU images would be very informative!
-
@raduteo said:
what I did was project the texture onto the curved surface, went and turned off projection on every single face that makes up the curve and repositioned manually untill it fit
I was really hoping you'd discovered some fantastic way of pelt mapping in SU that you could share with us, but I see you've used sheer skill and dogged determination to achieve these amazing results! Thanks for explaining that and for sharing these amazing images, I just can't stop studying them.
-
It's rendered in V-Ray, I don't know much about it as I am in the process of learning how to render, there isn't much post processing going on as you can compare the render with the naked view of the model in SU, the other ones had a bit more stay-time in PS though, the textures are big, 4096x4096, I split the model in two (notice the line in the middle of the model) so i can stitch together 2 textures of 2048.
(I'll repost this since the other image isn't showing up anymore)
Anyway, I'm prettymuch done with locomotives, time for more advanced stuff. Thanks!
Advertisement