NeoAxis can look good!



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Joined: Mon Jul 30, 2007
Posts: 148
PostPosted: Mon Apr 04, 2011 4:15 am Post subject: NeoAxis can look good!
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Its all in the materials.


ResourceEditor 2011-04-03 22-37-51-96.png

ResourceEditor 2011-04-03 22-29-26-85.png

ResourceEditor 2011-04-03 22-16-41-79.png

 
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Joined: Thu Oct 14, 2010
Posts: 106
Country: United States (us)
PostPosted: Mon Apr 04, 2011 5:56 am 
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Super impressive my friend! Did you model the character yourself?

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Joined: Mon Jul 30, 2007
Posts: 148
PostPosted: Mon Apr 04, 2011 6:19 am 
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Basspenguin wrote:
Super impressive my friend! Did you model the character yourself?


Negative.

I suck at character modeling. I can do vehicles, buildings, mechs, weapons, etc. Just not characters, i am not good with the "Human Form".

I did do all the materials though.

 
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Joined: Mon Jul 30, 2007
Posts: 148
PostPosted: Mon Apr 04, 2011 7:08 am 
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More


ResourceEditor 2011-04-04 01-05-50-10.png

ResourceEditor 2011-04-04 01-04-32-41.png

ResourceEditor 2011-04-04 01-03-58-67.png

 
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Joined: Sat Dec 05, 2009
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Location: The Netherlands
Country: Netherlands (nl)
PostPosted: Mon Apr 04, 2011 8:23 am 
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Very impressive!

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Joined: Tue Mar 25, 2008
Posts: 65
Country: United States (us)
PostPosted: Mon Apr 04, 2011 3:07 pm 
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Quote:
I did do all the materials though.


These pics look outstanding! What did you do for the materials? Did you use the standard highlevel material class? How did you do the glow parts? I just want to know if this is how high-quality models will look in NA by default or if you're performing some custom shader kung fu here.

Top notch work here!

 
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Joined: Mon Jul 30, 2007
Posts: 148
PostPosted: Mon Apr 04, 2011 3:47 pm 
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Sean H. wrote:
Quote:
I did do all the materials though.


These pics look outstanding! What did you do for the materials? Did you use the standard highlevel material class? How did you do the glow parts? I just want to know if this is how high-quality models will look in NA by default or if you're performing some custom shader kung fu here.

Top notch work here!


These are default NA shaders.

Also, I am not using textures/UV Mapping except for the Normal/Heightmap which is just a random texture i had laying around. Instead I am making a material and assigning it to the models Submeshes. In 3DS Max, everything i want to be one material will be a submesh, the next material will be a different submesh, etc. Very very easy to change models colors without ever having to open photoshop.

glow code is simple:
[code]
highLevelMaterial TurquoiseGlow
{
template = ShaderBaseMaterial
diffuseColor = 0 1 1
diffusePower = 2
reflectionColor = 1 1 1
reflectionPower = 0
specularColor = 1 1 1
specularShininess = 1
}
[/code]

"Candy" Material:
[code]
highLevelMaterial GreenCandyMetal
{
template = ShaderBaseMaterial
diffuseColor = 0.501961 0.501961 0
reflectionColor = 0 1 0.9490197
reflectionPower = 0.3
specularColor = 1 1 1
heightScale = 100
normalMap
{
texture = Types\Units\Renegades\Textures\Terrain\planet-001.jpg
}
heightMap
{
texture = Types\Units\Renegades\Textures\Terrain\planet-004-normal.png
clamp = True
}
}
[/code]

Metallic Black Material:
[code]
highLevelMaterial BlackAmazing
{
template = ShaderBaseMaterial
diffuseColor = 0 0 0
reflectionColor = 1 1 1
reflectionPower = 0.3
specularColor = 1 1 1
heightScale = 2
normalMap
{
texture = Types\Units\Renegades\Textures\Terrain\planet-001.jpg
clamp = True
}
heightMap
{
texture = Types\Units\Renegades\Textures\Terrain\planet-004-normal.png
clamp = True
}
}
[/code]

 
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Joined: Thu Jan 17, 2008
Posts: 620
PostPosted: Mon Apr 04, 2011 7:07 pm 
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it's looking cool, but it would look even more amazing with proper textures :D

 
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Joined: Tue Sep 16, 2008
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Location: Imatra
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PostPosted: Mon Apr 04, 2011 7:21 pm 
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To be honest I have to say that there seems to be too high frequency details everywhere, which cause a lot of scintillation.

I know they might not be finished yet, but I hope you can balance and soften them a little bit so there isn't so much going on everywhere.

 
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Joined: Tue Aug 19, 2008
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Location: Ozalj, Croatia
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PostPosted: Mon Apr 04, 2011 7:50 pm 
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Too strong specular, not enough environment mapping :D Other than that, pretty good. Sorry, awesome :D

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Joined: Tue Mar 25, 2008
Posts: 65
Country: United States (us)
PostPosted: Wed Apr 06, 2011 4:44 pm 
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I asked earlier about the glow material and I'm still not clear about this.

I looked at your glow material and I don't see what exactly it's setting to indicate that it should glow. The only fields I see being set that are unique to the glow material are diffusePower, and SpecularShininess. Do these fields cause the material to glow?

I've always thought before that glow in neoaxis was just a side effect of using bloom/hdr. I guess I was wrong. How exactly is it set on a per-material basis? What am I missing here?

 
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Joined: Mon Jan 05, 2009
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Location: Belgrade
PostPosted: Wed Apr 06, 2011 7:02 pm 
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It is probably Bloom/HDR turned on, NA doesn't have any glow by default without it.

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Joined: Mon Jul 30, 2007
Posts: 148
PostPosted: Wed Apr 06, 2011 7:51 pm 
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Yes, you need to have HDR enabled.

There is no negative impact to having HDR enabled on modern video cards.

 
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