Projet du cours
Pistola Sci-fi y avión alemán de la Segunda guerra mundial.
par user1407468 surname1407468 @permalink1407468
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Hola, Paula! Soy Pablo. Estos dos proyectos han sido mis dos primeros utilizando 3ds max 2016 y Substance painter juntos. El primero es una especie de pistola futurista a lo ciencia ficción y el segundo un viejo avión alemán de la Segunda guerra mundial. Curiosamente, he descubierto que Substance painter tiene una opción para hacer renders también y guardar las imágenes, por lo que no he usado el Marmoset Toolbag.
1 commentaire
displayname1232775
Professeur PlusHi, Pablo!!
Sorry for the delay in responding! Now that there is less activity in the forum I connect a little less often, but I keep trying to give all the support you need :)
Indeed, the Painter render works very well, Iray is called and allows to get very photorealistic results. I still like using Marmoset more because it gives me more freedom to create the specific lighting that I am looking for, but without a doubt Iray is a very good option :)
Regarding the models, I think both are on the right track. It's a shame because for some reason I'm not being able to zoom in on the image to analyze them a little more closely and give you a more detailed feedback, but for example the plane I think has a texture that is on a very good path in terms of definition of materials and distribution of wear. When it begins to texturize, it is usually very common to make the mistake of adding dirt and rust in a generic and random way, but nevertheless I consider that you have distributed it very well. You have put it in exposed, conspicuous areas, where it would be logical that more and different shapes and sizes of damage had been damaged but without distributing them in a generic way throughout the mesh. I'm not able to see much of the definition of material in terms of micro detail and so on, but in renders it looks good, which is the important thing. What it does, if it were to be an asset to use in a video game, it does have too much geometry (although I don't know if the render is only high or low poly).
Regarding the weapon, it has an interesting design. Maybe there are some edges that are too sharp and the final renders with the lighting that they have does not help much to look because it blends a bit with the background color, but I think they are easy issues to fix. Maybe I find that the texture has a noise in the normal map that is too strong for the type of asset it is. For this type of model it is usually preferable to play with the roughness values rather than insert a lot of normal information. In any case, all these are common mistakes that are made a lot at the beginning, the important thing is that it has a lot of merit that you have been able to carry out the models and have faced the difficulties of carrying the whole process from start to finish . The rest are things that can only be polished by receiving feedback, with practice, etc.
I therefore very much encourage you to continue modeling with that illusion for 3D :) It has been a pleasure to have you in the course and I hope that we will see you in more courses in the future.
A greeting! I hope everything goes well!
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