Recent Posts

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1
WIP / Re: Next challenge
« Last post by Michael Lobko-Lobanovsky on Today at 12:52:04 pm »
Yes,

The materials in this model are insane. I bet most of them are procedural lighting and shadow casters, hence all these trashy semi-transparent surfaces...

I asked about normal map baking because before you start to decimate the model (I think without decimation, we won't be able to run it in ObjReader), it would be reasonable to generate hi-res normal maps to be used on the resultant low LOD...

Do you think this crazy building in the background is work keeping in the model? There's not a single texture to it BTW. :-\
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WIP / Re: Next challenge
« Last post by Patrice Terrier on Today at 09:54:42 am »
Mike

Doing a quich search on google with
how to bake high-resolution normal maps in C4D
i found a video from Toby Pitman, and several other links.
However it is something i am really not comfortable with, in my R17 Prime version  :-[
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WIP / Re: Next challenge
« Last post by Michael Lobko-Lobanovsky on Today at 07:51:24 am »
Patrice,

Can you bake high-resolution normal maps in your Cinema 4D? Are there any tools for that in its material editor?
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WIP / Re: Next challenge
« Last post by Patrice Terrier on August 16, 2018, 08:06:13 pm »
First shot, after converting the material into something that could match the OR's minimum FFP specs.

Now the real work could start, but man you will have to be patient when loading it into memory…  ::)
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WIP / Re: Next challenge
« Last post by Michael Lobko-Lobanovsky on August 16, 2018, 07:01:45 pm »
!!! TERRIFIC !!! 8)

Looking forward to this one! Sci-fi is my eternal passion! :D
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WIP / Re: Extra materials
« Last post by Michael Lobko-Lobanovsky on August 16, 2018, 07:00:16 pm »
Thank you Patrice,

It was my pleasure to work on this one together with you. It isn't often that you see boobs around bigger than the girl's head. ;)
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WIP / Next challenge
« Last post by Patrice Terrier on August 16, 2018, 06:33:20 pm »
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WIP / Re: Extra materials
« Last post by Patrice Terrier on August 16, 2018, 04:40:48 pm »
Harley quinn, has been published into the "character" section.

Balls have been replaced by "pompons", to be easily customized.
Wallpaper texture has been blured, to get rid of jpeg artefacts.
Grelot textures resized, to better match spherical mesh.
HarleyC_Face_S.tga converted to .png.
Credit given to the ObjReader team ;)

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The 3D Model Collection / Harley quinn
« Last post by Patrice Terrier on August 16, 2018, 04:30:55 pm »
Harley quinn
Created by Taiga (SketchFab)
Reworked by Patrice Terrier and Michael Lobko-Lobanovsky.

Note: This model requires the use of ObjReader version 2.50









Note: Attachments are only available to registered users.
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WIP / Re: Extra materials
« Last post by Michael Lobko-Lobanovsky on August 16, 2018, 03:27:32 am »
Thank you for the tongueless head Patrice but I don't quite like the new balls. They look too industrial in the cabaret environment. ;)

I've added a few very final touches of my own:

1. The face and body have been separately re-normalized smoothly to eliminate the ugly creases below the chin and around the nose, on the latex shoulders, and on the balls of the dentelle.

2. The face specular map HarleyC_Face_S.tga has been restored. This made the lips too bright, so I've darkened them to deeper red to control the excessive gloss. Frontal diffuse and specular light components have been somewhat increased to compensate for the specular map effect.

3. The eye normal map has been rolled back from Harley_n to Harley_Eye_n.png to reinstate the waviness of sclera surface. To make it visible, the cornee d has been reduced to 0.4.

4. The right-side grelot has been texture remapped to move the seam from its right side to the left. Now it is practically invisible behind the specular spot, and les grelots look a bit different from the front like they in fact should.
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