beautiful helmet!
Upcoming Skins and Shader Maps #2
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- Posts: 894
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Re: Upcoming Skins and Shader Maps #2
Tested a lot of different settings when making the gas gas and it just looks like there is no way to get a realistic glow on the metals without having that glossy coating.yzmxer608 wrote:I think the reflections are too strong on the metal, it looks good on the carbon but it looks like you put clear coat on the metal or something.
If there is, would be really awesome to know the trick.
Re: Upcoming Skins and Shader Maps #2
PONZA that's some crazy photoshop work. I don't even know how people make thing's look that real in Photoshop.
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- Crushed Dissenter
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Re: Upcoming Skins and Shader Maps #2
For real, the visor alone would take me a month.
Re: Upcoming Skins and Shader Maps #2
Started a 2013 CRF. What do you guys think? Ignore the black on the rear fender.




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- Crushed Dissenter
- Posts: 447
- Joined: Sat Oct 13, 2012 2:49 am
- Team: Apex Photo/FWR
Re: Upcoming Skins and Shader Maps #2
Purples kind of weird, looks good though
Re: Upcoming Skins and Shader Maps #2
Again correct, Its a balancing act between too much gloss and nice motion in the light. If only the environment was an HDRiJre wrote:Tested a lot of different settings when making the gas gas and it just looks like there is no way to get a realistic glow on the metals without having that glossy coating.yzmxer608 wrote:I think the reflections are too strong on the metal, it looks good on the carbon but it looks like you put clear coat on the metal or something.
If there is, would be really awesome to know the trick.

Re: Upcoming Skins and Shader Maps #2
Thanks guys
Re: Upcoming Skins and Shader Maps #2
attacker5 wrote:Again correct, Its a balancing act between too much gloss and nice motion in the light. If only the environment was an HDRiJre wrote:Tested a lot of different settings when making the gas gas and it just looks like there is no way to get a realistic glow on the metals without having that glossy coating.yzmxer608 wrote:I think the reflections are too strong on the metal, it looks good on the carbon but it looks like you put clear coat on the metal or something.
If there is, would be really awesome to know the trick.
the problem is we don't have the possibility to make blurry reflections....you can change the amount of reflections but can't change the actually glossiness (blurriness) of them, which leads in this clearcoat look. What we need is reflections based on spec map, instead of materials, that would make a huge difference as you will have absolutely different control of them, jlv knows about it, as it was suggested several times already, but there are more important things thing games needs right now (optimization, tweaking physics, etc.) which he will work on after sx is done.
and PONZA that looks really great!
Re: Upcoming Skins and Shader Maps #2
Yeah that was actually what I meant, the "amount of gloss" setting (in blender) doesn't make any effect. Nice to hear it's been suggested though. Fortunately it's not hard to update the models when jlv finds time for making those spec map based reflections possible.
Re: Upcoming Skins and Shader Maps #2
Ye that's exactly it p2sta, just one thing though, isn't gloss very cpu intensive to compute? Because i know in renders it takes very long as soon as gloss comes in.
Re: Upcoming Skins and Shader Maps #2
well yeah, it sure takes some power to render. However I do believe interpolation can make it work pretty fast and still looks good, but I have not much experiences with this, so i can be wrong
Re: Upcoming Skins and Shader Maps #2
Why don't you do it as a paint job instead of a sticker? It seems like a waste to leave so much of the helmet uncovered, and that style is definitely more akin to a paint job than a vector graphic.
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Re: Upcoming Skins and Shader Maps #2
im not sure what to do... maybe without this cut out its gonna be too much,i think some free space in there are good..
i must try like a paint and see whats look better...
i must try like a paint and see whats look better...