Author Topic: Aguilar  (Read 411 times)

Patrice Terrier

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Aguilar
« on: January 17, 2019, 07:21:29 pm »
Another SketchFab character contribution converted to OR.
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #1 on: January 17, 2019, 08:20:28 pm »
Thank you Patrice,

The model looks good, and it will be looking even better when we're able to render soft shadows to occlude the face with the hood in real time according to the model's current orientation with respect to the incident light(s). :)
Mike
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Patrice Terrier

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Re: Aguilar
« Reply #2 on: January 18, 2019, 10:06:47 am »
I did a try with ambient occlusion and got a good result as you can see on the screen shot, however i had a few artifacts here and there  >:(
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #3 on: January 18, 2019, 12:10:19 pm »
Yes, this moustafa-ibrahim looks much more natural. ;)

It's a pity I can't make out what might be causing the artifacts. Gooch doesn't reveal any offending polies...

Did you use C4D or Blender to generate the AO? Have you learned how to use Blender for this task at all?
Mike
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Patrice Terrier

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Re: Aguilar
« Reply #4 on: January 18, 2019, 01:35:29 pm »
I used C4D, i am not familiar with Blender that looks much more complex to me.

Here is a reworked version. The artefact problems is because the original is using quads that are converted to triangles in OR, however the original should be first translated to triangles to make sure that the textures fit the same.
« Last Edit: January 18, 2019, 04:49:12 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #5 on: January 18, 2019, 09:53:34 pm »
Here is a reworked version.

Hehe no... There is a SNAPSHOT of reworked version only but not the version itself. ;)

:D
Mike
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #6 on: January 18, 2019, 10:12:55 pm »
The artefact problems is because the original is using quads that are converted to triangles in OR, however the original should be first translated to triangles to make sure that the textures fit the same.

No no,

The artifact is due to the C4D failure to ray trace quads correctly. And as I checked, it is the same for Blender: the mesh must be re-triangulated to tris and UV-unwrapped prior to baking AO maps to be 100% sure there will be no random artifacts.

Where's the new model, please?
Mike
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Patrice Terrier

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Re: Aguilar
« Reply #7 on: January 18, 2019, 10:43:00 pm »
I didn't do much test on it, i just reworked the UV and head texture using triangles rather than quad.
I also made a new head texture.

Give me a few minutes…

Ok, here is the WIP attachment.
 


« Last Edit: January 18, 2019, 10:49:28 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #8 on: January 18, 2019, 10:49:27 pm »
Here's a synthesized AO texture  that can be used with the quad mesh as-is. Not particularly perfect but passable. Kd should be promoted to at least 0.95 0.95 0.95 in newmtl head to match the face contrast.
Mike
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #9 on: January 18, 2019, 10:56:16 pm »
Thanks for the WIP pack!

I don't like the normal map patches. The face is full of seams.
Mike
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Patrice Terrier

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Re: Aguilar
« Reply #10 on: January 18, 2019, 10:58:12 pm »
i told you, that was a quick test…  :)
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #11 on: January 18, 2019, 11:05:42 pm »
 :) :) :) :)

Please try out my texture and tell me what you think.
Mike
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Patrice Terrier

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Re: Aguilar
« Reply #12 on: January 18, 2019, 11:15:23 pm »
Here is what i did with your texture (much better Indeed).

I shall post another SketchFab model that i have converted to OR...
Patrice
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Michael Lobko-Lobanovsky

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Re: Aguilar
« Reply #13 on: January 18, 2019, 11:17:48 pm »
Looks nice! :)

Probably he's just too evil, undernourished, and unclean. :D
Mike
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