Here is a rough preview. It's not even a months worth of progress. [Clickety Click]
I have a rough understanding of 3D concepts due to school and OG help from Nobby on teaching me basic concepts back in the day. I'm learning something new every time I work on the mod
I'm a beta tester as well. In addition to beta testing I'm making my first car mod. An Acura Integra Type R with a JDM front end conversion (what I drive in irl haha)
Would love to hear some news on it. I saw that it had moved to turbo duck but couldn't really find info.. Its alive? Any info would be interesting, Audrey thanks!
Yooo it’s been a phat minute. Hope y’all are doin good. Saw that test drive is makin a comeback which is so dope. Cant wait to see what they come up with
Registered Member #856
Joined: Mon Dec 03 2012, 07:25PM
I think you should have kept the original's brightness because the refection of light off the road looks super funky Anyways great render I would go back to trying to attempt modding tdu2 but since minime's video tuts are gone I have nothing to help me.
Had a mess about with rendering a 3d stereoscopic image, but not an anaglyph (red/blue) image... If you notice at the top of both the left and right pictures there is a white dot.. If you go cross eyed until both dots meet to form just one dot the image should suddenly pop into 3d.. Have fun..
Here's something i have been working on recently and thought i would share with the group. It's a little long, so ive split it up into 3 sections, to avoid TL/DR and to stop the page being a fortnight long.
Prologue:
A while ago i did some renders of a GMC Vandura painted up to look like the "A-Team" van. See images below... As usual. Click to see bigger.
Well i wanted to do some more renders with it, but i also really wanted to do a render using my "living room" scene. So i needed a reason to make it much smaller, what better way than turn it into an RC car... It really didn't look like a toy car, it just looked like a smaller version of the real van, with an areal stuck on the top.
I needed to do something that really made it look like an RC car......
Part 1:
So i monster trucked it..
I stripped the entire undercarriage out from the van, then loaded the (forza 4) Halo Warthog SLOD (super level of detail) model, cut out it's entire front and rear suspension. And after a little jiggling to make it fit, attached it to the van body. It was then just a case of sizing up the existing wheels to fit the tires i had previously made (as replacements for the Warthog tires.) Then setting up the scene so i could render the images out.
And here they are.... As usual "click to see bigger" Best viewed fullsized (not the same as fullscreen) to appreciate the DOF (depth of field) more
Not too bad.. They came out quite well, they look fairly convincing.. The Dof really makes it seem like the camera is focused on that one point of the RC truck
For those interested in the details.. Render specs: Polygon count = 1,044,447. Room pass = 3840x2160 (2xHD) 8 passes of Anti Aliasing, light dome to simulate the sun + a small light to cast some slightly sharper shadows, full radiosity lighting and caustics.. (real world lighting, rather than computer lights) Render time = 1h37m (55m to calculate radiosity, 42m to actually render it) Van pass = Same as above, but the van got 12 passes of Anti Aliasing instead of 8. Render time = 32m (no radiosity calculated, it was cached from previous render) Total render time for both images (4 renders, background then foreground, for image 1 and 2) = approx 4h15m
I rendered the room and the van as separate layers, brought them into photo shop, tweaked the white balance levels slightly. Then i applied different amounts of bokeh (iris blur) to the room and the van to fake the Dof (depth of field(when the camera focus on something and everything else is blurry) because you get a nicer (softer) Dof effect in photoshop than you do in the renderer, combined the two layers into one, then resized the image to 2880x1620 and saved!
After seeing these renders, it got me thinking... (and yes it did hurt)
Part 2:
Apart from the paint job, this looked rather similar to a real RC monster truck i used to own as a kid, called "LunchBox" It was a bright yellow van with some big cartoony stickers on the side. It turns out the LunchBox was actually based on a dodge van, but lets not let that stop us in our endeavors...
I needed to do a few things first, to turn it from the A-Team, into the LunchBox... Besides the obvious of swapping the paint texture for a new one, what i did was.. Changed the colour of the shocks and wheels to yellow (to match the real RC car) I wanted to keep the wheels (they are actually from the Delorean) but i noticed monster truck wheels (real or RC) are very deep wheel hubs, so i sank the wheel hubs deeper into the hub, to give them that monster truck feel. THEN came the fun of creating the new texture for the paint skin..
I found some hires, side on photos of the real RC car, online. I thought i could use those to create the whole side texture, but the image was a different scale to the models template so i couldn't get it to resize and fit the texture and had to scrap that idea. So i then thought i could just cut the stickers out of the photos and use them on my texture. So i tried that and it did work, but it didn't look great. Despite the photos being hires they were still slightly blurry around all the edges of the stickers (compression artifacts) so i needed to try and find a better alternative.
Eventually i found someone had scanned in the actual decals supplied with the real RC car kit. I started by cutting out the stickers i would need (there was only 3, they are just duplicated on the other side) and saving each one out to its own image. I then loaded each one into a vector program, i needed to make it a vector for several reasons. It smooths out all the lines, it cleans up all the compression artifacts giving you nice solid colours and it also means i can resize the image to almost any size i want (i opted for double the size) I then resaved those new cleaner higher res images and used those as my stickers for the new skin. Once that was done, i could reload the scene and just swap the things i had changed for the new versions. Then i was ready to render the images.. Again..
Anyway here are the results of said render.. As usual "click to see bigger" Best viewed fullsized (not the same as fullscreen) to appreciate the DOF (depth of field) more.
The reflections in the side of the van didn't show as much as id liked, despite it having the exact same settings as before, just a different colour map. I guess certain colours just don't show certain things very well.
For those interested in the details..
Render specs: Polygon count = 1,044,447. Room pass = 3840x2160 (2xHD) 8 passes of AA, light dome to simulate the sun + a small light to cast some slightly sharper shadows, full radiosity lighting and caustics.. Render time = 1h41m (57m to calculate radiosity, 44m to actually render it) Van pass = Same as above, but the van got 12 passes of Anti Aliasing instead of 8. Render time = 33m (no radiosity calculated, it was cached from previous render) Total render time for both images (4 renders, background then foreground, for image 1 and 2) = approx 4h30m
Again i rendered the room and the van as separate layers, brought them into photo shop, tweaked the white balance levels slightly. Then i applied different amounts of bokeh (iris blur) to the room and the van to fake the Dof again, combined the two layers into one, then resized the image to 2880x1620 and saved!
Despite the reflections not coming out quite as good as i would have liked, overall i think the renders came out great, i was really pleased with the new texture and the way the Dof worked.
This is what i've been playing about with recently. click to see the images bigger..
So does this look familiar to anyone? NO???
How about now...
OK you have to know now....
For those of you that still don't recognise the location. It is Diamond Head monument (volcano crater) in the south east of Oahu. In TDU2 there is a ferrari dealership and the Casino very close by..
To answer some questions. WTF am i looking at?? Pic 1 is a 3d point cloud, the results of scanning something with a laser scanner (in this case done from a plane) Pic 2 is a 3d mesh which is the result of converting said point cloud into actual 3d geometry. Pic 3 is just a closeup of the previously mentioned 3d mesh.. You can actually see parked cars around buildings and even the ripples in the ocean to the south of the volcano.
Did this come from/ going to be put in the game?? Ill answer the second one first.. No.. lol .. This is far too much data for the tdu engine to deal with (or any game engine for that matter) No this didn't come from Tdu either, this stuff is way more hires than the terrain used in TDU. I DO have access to the Tdu2 terrain meshes so i know what its "mesh density" is like and it is quite hires, but this is Super hires. This actually came from the USGS site (united states geological survey) they have data on all sorts of things to do with the land and water around America.
So how hires is this stuff anyway? If you don't understand about 3d models and stuff like that, this might be a bit confusing.. All 3d models are made from points (dots) and polygons (little flat sheets) if you join 4 points together you get a square polygon (or rectangular). 3d models are measured in complexity by their polygon count (how many polygons are used to make the model)
A simple cube is made from 6 polygons.. A tdu car is a bit more complex, and will probably come in at around 100,000-150,000 polygons (which is nothing really) A standard Forza 4 car comes in at around 150,000-300,000 polygons. And a forza 4 Autovista model comes in at around 450,000- 700,000 polygons. TDU2.. For the area shown in pic 2 you are probably talking about 5 million polygons. These USGS meshes come in at around 50 million polygons (ten times more polygons than TDU)
So what are you doing with this stuff? why do you have it? Im a freelance digital artist, i also play about with 3d meshes and animation for fun. I wanted to use this in conjunction with some fighter jet meshes i have to make a cool little jet fight animation..
OK it's been a while since i posted in this thread (back in may to be precise) Just thought i would show off a few pics i did for a render contest, i came 4th out of about 300 people. For coming 4th i got a bunch of software(worth about $3,000) plus some other little bits and pieces..
Anyway, here's the renders i did of the fantastic Porsche 918.. As always click to see bigger...
For those that care and are interested...
It's the 918 spyder model from the racing sim Assetto corsa.. The model consists of 260,000 polygons..
Each image was rendered twice.. First a low res render just to calculate the lighting and occlusions (960x540 half HD) with just 2 passes of anti aliasing. Each of those lores renders took approx 12 mins each..
Then once it has calculated the lighting and can cache it, i did the proper quality render.. which was 3840x2160 (double HD) with 24 passes of Anti aliasing (TDU only does 8 passes of AA in the game) and a very slight blur effect (done inside the renderer, not in photoshop) each of those 3 renders took approx 35 mins each.
Which is still crazy fast render times, most renderers would take about 2 hours or more to render the same thing..
Lol yeah, nobody on the contest spotted that, it was a mate yesterday realised what the plate said and asked about it. My reply was "Any Porsche is just a guys pns extention "
Nope, just had to be a render of a sports car. But in fairness i am using a background, just it's a studio background.. If there was no background it would just be black (or some other solid colour) Studio shots are easier to light than using a backplate or HDRI environment and you get a much more even lighting with them
Something i worked on last week for this months render contest on our gfx site.. I actually won last month so i got to pick the cars for this month.
I went with a 1965 ford transit mk1 and a 1957 Fiat 1200 Granluce. Here are the renders i did.. As always click to see bigger
For those interested.. Each render took 2 goes like normal.. first go was to calculate the Global illuminations (lighting) second render was to actually render the images. These were surprisingly quick to render.. First pass took about 7 minutes for each image. Second pass took about 9 minutes each. Rendered at 3840x2160 (double hd) with 12 passes of Anti aliasing with full global illumination..
Then loaded into photoshop to have the Pop art (transit) and particle (Fiat) effects applied to them. Yes the image effects are photoshop actions, not something the 3d application was doing
Heres something new i did recently.. My most complex scratch built model to date.
I built a model of the Alesis Strike Pro electronic drumkit, their new flagship kit, which came out in april 2017 (it also happens to be the drumkit i own)
(click to see bigger...) and then click again to see FULLSIZED
A nice full shot of the kit..
A nice close up of the toms, i used a metallic red for the drums (as is used on the real kit)
A close up of the bass kick.. I tried to model as much as i could, so things like the chain on the kick and hihat pedals are not low polygon boxes with a chain texture on them. I actually modeled each individual chain link. As you don't get foot pedals with drumkits (sold separately) i could make any pedal i wanted, so i did a custom one, based on my MAPEX drum pedal
A nice shot across the top of the kick showing off the dimple pattern in the cymbals (Note* the dimple pattern is not done with a bump map, each dimple is modeled into the cymbal)
A nice shot of the front of the drum brain.. All of the text and the icons on the case and the buttons is all modeled (not textures) so they can all have their own materials (and therefor be controlled independently) The only textures used on the drum brain were the LCD display (i took a photo of my drumbrain's screen) the bump map on the plastic under the sliders, to give it a brushed metal effect (which the real kit has) and a specular texture on the dials to break up the pattern in the metal.
The rear of the drum brain.. Every thing is modeled, even if it isnt seen.. I went online to a UK electronics site, because i know they have 3d models of all of their components they stock, i was able to find models of an accurate 1/4" jack socket, 1/8" jack socket, USB socket, Midi ports, SD card slot, and a 9V power socket.
The entire kit comes in at 553,000 polygons (to give you an idea most forza cars come in at around 350,000 polygons) it took about 8 evenings of work to get it all modeled accurately to scale. Each image took about 20 mins to render.. about 13 mins to pre cache the lighting, then about 7 mins to actually render the images. Lightwave's camera settings were.. 3840x2160 (2xHD) 12x Antialiasing, Radiosity lighting, Caustics and all lit using a custom HDR image i created (means it uses real world lighting rather than simulated computer lighting)
Firstly, as we now have the ability to add custom songs to the game Beat Saber VR (starwars light sabers rhythm game) i have started working with a small crew of people to start releasing custom songs for the game.
Secondly, i am currently working with a group of guys on a new rhythm game, well i say new, its basically gonna be all the features of Rockband 3 but in a pc game. It will have guitars, drums, keyboards and singing.
For obvious reasons, im the gfx guy My first task was to make a set of cheap plastic guitar controller models, fully uv mapped and textured. Then i had to make them so all the parts from one guitar could be used on a different guitar, so we can have a basic "build your own guitar" kinda thing.. Oh yeah they also had to have a second UV layer added of just the main guitar body so users could skin the guitar however they see fit after building it.
Followed 6 basic guitar controller designs. Guitar hero 1: Gibson SG Guitar Hero 2: Xplorer Guitar Hero 3: Gibson Les Paul Guitar hero 5 / GH WT: Fender Stratocaster Third Party : Flying V Third Party: BC Rich WarBeast
Here are a few pics of the guitars. Yes they look like toy guitars, that's the point. (click to see bigger)
Also been busy doing other little 3d jobs for various people. And playing my drums every so often