Author Topic: Release: A Different Sobek.  (Read 3399 times)

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Offline Oddgrim

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Release: A Different Sobek.
Okey, first relase in years! And it's a hipoly uvmapped vesrion of the sobek, while I do know now of Rga_Noris exellent version of this ship, I started this a few weeks ago without knowing anything of it :p
Any feedback and comments would be greatly appreciated. (or problems that could appear) c:


download:
http://www.mediafire.com/?yac96vcbsb3x5ty

update:Redid smoothing and normals.
« Last Edit: June 07, 2012, 06:06:44 pm by Oddgrim »
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Offline mjn.mixael

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Re: Release: A Different Sobek.
The model itself looks good.

What did you do to that normal map? It's way to strong and noisy.
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Offline Oddgrim

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Re: Release: A Different Sobek.
In part grayscaled the orginal map and drawn up in photoshop although admittedly I'm not that good on normal maps. I'm thinking of redoing them...
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Offline mjn.mixael

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Re: Release: A Different Sobek.
In general, normal maps (or rather the black/white images they are typically made from) should be very clean. I usually set the canvas to mid-grey. Then use full black from recesses and full white for bumps. (I use variations if I need them though)

I draw only panel lines, tech details and other large important details on the normal map only.

Then, the last thing I do is copy my texture's noise layers over top and set it to something like 10-20% opacity (depending on the noise). This usually results in a good clean normal map when converted.
Cutscene Upgrade Project - Mainhall Remakes - MixaelANITools - Between the Ashes - MjnMixael's Render Boutique - Mix-Hai Productions
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Re: Release: A Different Sobek.
Cool, it looks more organic Vasudan, like the new Hattie. 

 

Offline Oddgrim

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Re: Release: A Different Sobek.
In general, normal maps (or rather the black/white images they are typically made from) should be very clean. I usually set the canvas to mid-grey. Then use full black from recesses and full white for bumps. (I use variations if I need them though)

I draw only panel lines, tech details and other large important details on the normal map only.

Then, the last thing I do is copy my texture's noise layers over top and set it to something like 10-20% opacity (depending on the noise). This usually results in a good clean normal map when converted.

Nice, thanks a lot for the feedback. Think this should be a better approach then I was doing previously.


Cool, it looks more organic Vasudan, like the new Hattie. 

The new hattie is simply amazing and easily one of my favourite models, so I took a tiny bit of inspiration from it. :)
[GhostOfMjn: I can provide hi res vasudan ass]
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Offline mjn.mixael

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Re: Release: A Different Sobek.
I might write up a quick normal map tut today, actually...
Cutscene Upgrade Project - Mainhall Remakes - MixaelANITools - Between the Ashes - MjnMixael's Render Boutique - Mix-Hai Productions
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Offline The E

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Re: Release: A Different Sobek.
While this is a good model, here's a few things I noticed.

1: You're using a LOT of polies, yet the model (while not exactly plain), seems underdetailed. As a comparison, the current MVP model uses a quarter of the total poly count, while looking just as good.
2: Related to that, the smoothing for this model seems ...odd... in places.
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Re: Release: A Different Sobek.
1: You're using a LOT of polies, yet the model (while not exactly plain), seems underdetailed. As a comparison, the current MVP model uses a quarter of the total poly count, while looking just as good.

Now now, I'd call this a definite step up from the old MVP model, even though it's not quite as detailed as RgaNoris' one. It has a very nice organic look, much more so than the old MVPs one.

Quote
2: Related to that, the smoothing for this model seems ...odd... in places.

Yeah, it's... pillowsmoothed, as Droid803 would say. Has no sharp edges whatsoever.

 

Offline The E

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Re: Release: A Different Sobek.
Quote
Now now, I'd call this a definite step up from the old MVP model, even though it's not quite as detailed as RgaNoris' one. It has a very nice organic look, much more so than the old MVPs one.

Sorry for not being clear. I was referring to Rga's model.
Let there be light
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Let there be monsters and let there be pain
Let us begin to feel again
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Offline Oddgrim

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Re: Release: A Different Sobek.
Rgas model uses 10k more polys in total count then mine, as for the smoothing...I used maya 2011 for modeling it andd  seems like I've forgotten that blender does not go well with smoothgroups will have to go back and fix it. ><
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Offline The E

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Re: Release: A Different Sobek.
Oh. Right. My bad.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Oddgrim

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Re: Release: A Different Sobek.
no problems c:
I better grab my drawing tablet and start get going on those normals (and fixing smoothing), and before I forget mjn.mixael: I would love a thorough tutorial for making good normal maps! 
[GhostOfMjn: I can provide hi res vasudan ass]
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Offline Nyctaeus

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Re: Release: A Different Sobek.
I really like your interpretation of Sobek and textures :yes:, and it's good to see one of the best modelers back here :).
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Offline Snail

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Re: Release: A Different Sobek.
The model looks great, but I gotta agree with some of the other comments, the normal maps look a little weird.

But it's great to see you're still around Oddgrim.

 

Offline Oddgrim

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Re: Release: A Different Sobek.
I really like your interpretation of Sobek and textures :yes:, and it's good to see one of the best modelers back here :).
thanks! I'm glad that you think of me so, while an excellent modder would not forget such simple things as proper smoothing.. or decent normals..  :nervous: (and why on earth did I include a hight texture in the zip file?  :confused:)

The model looks great, but I gotta agree with some of the other comments, the normal maps look a little weird.

But it's great to see you're still around Oddgrim.

Hai snail  :cool:, whoa last time I saw you you had 6k posts now (or was it 4k?).. well good too see that you are still around too.

I redid the smoothing and in the progress of painting the new normals which already look 20% better even if it's only halfdone.



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Offline Raven2001

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Re: Release: A Different Sobek.
You still alive eh? :D

I'm loving this version of the Sobek, although I think it lacks some more geometric\mechanical stuff, ala Rga's Sobek in the engine section.
Other than that, it does feel like a step up IMO.
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Offline Kobrar44

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Re: Release: A Different Sobek.
I think it's simply more classic. HQ hull without unnecessary additions or too many exposed cables or whatever. Simplicity and neatness. Feels really retail while looking excellent.
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Nyctaeus

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Re: Release: A Different Sobek.
Now it's just glorious. So... Vasudan :D. Downloading now. Thank You for this awesome gift for community, Oddgrim.
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Offline Oddgrim

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Re: Release: A Different Sobek.
You still alive eh? :D

I'm loving this version of the Sobek, although I think it lacks some more geometric\mechanical stuff, ala Rga's Sobek in the engine section.
Other than that, it does feel like a step up IMO.

Still alive c: Got some free time on my hands and I thought: hey lets make a freedspace 2 model.
Thanks! But I'm not too keen on over detailing it , especially in the engine area since well, it will be concealed by 3 big engine glows.

I think it's simply more classic. HQ hull without unnecessary additions or too many exposed cables or whatever. Simplicity and neatness. Feels really retail while looking excellent.
Glad you think so, I built it up from the ground while looking at the retail regularly to adjust it. The general shape is fairly close to retail I think. Although my favorite parts of the model is the front area and the multi part turrets.

Now it's just glorious. So... Vasudan :D. Downloading now. Thank You for this awesome gift for community, Oddgrim.
Cheers! have fun with breaking it :p
« Last Edit: June 08, 2012, 10:34:16 am by Oddgrim »
[GhostOfMjn: I can provide hi res vasudan ass]
[Hades]: we have so much in common we should bang.
My models page:
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