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Exporting APB Models v2


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#1481
Cazadora

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Working in something for the comic. San Paro's Courthouse! I placed it in Midtown, since reasons. Also based on some elements Ellix developed during the Midtown Project o7

Used the city hall as the base

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#1482
Annily

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\ Demo Work / Madiii's Jericho preparing for some kind work. 

 

Jericho-rendered.jpg


Edited by Annily, 09 May 2017 - 10:57 PM.


#1483
Cazadora

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Did a something

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#1484
Annily

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night_of_girl_enforcer___develop_renders

 

I just realize sunlight is better. background map is from GTA IV. its just test scene. '' i use photoshop filters that's why picture is always lose quality because renders are very low ''

never enough what i do. i think i must start zbrush.. don't like garbage game models.


Edited by Annily, 09 May 2017 - 11:48 PM.


#1485
Cazadora

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I don't think game models are garbage, more like if you did a full render it would look better. You can have the best model ever, but in the end it's all about how you render it, the techniques you use and stuff. That's what makes rendering interesting, fun and good.


       

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#1486
Annily

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Its just a perspective. Of course it doesn't matter much. But if you want something realistic then you are start to think you are wasting time with Low-poly stuff.. but we all should start making something serious if we want real stuff. that's hobby for me always but i need to learn more.

 

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Edited by Annily, 10 May 2017 - 02:41 AM.


#1487
Cazadora

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I'm sorry, Annily, but saying we are wasting our time because we are not aiming to make high poly stuff, and that otherwise it's not realistic is out of line. We are working with APB models because we want to expand the game in our own way, and that doesn't make our work a joke or a waste or time. I respect that you are aiming for that, but you gotta respect other people too. And I still feel the number of polys doesn't really matter if you can't render properly, I've seen better renders here with APB models than in other places with even high quality textures.

 

The reason why I consider 3D work an art is because even with the same model, program and setting up, the final image really depends on the artist


       

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#1488
WhiskeyTangoFoxX

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No offense Annily, but you don't start doing work like that basing off of APB reloaded models. There are completely different workflows with those kind of renders, not to mention the fact that rendering one of those scenes on a PC at home is practically not possible. My renders take anywhere between 2 and 24 hours at a time. Granted, I am forced to render on CPU which is slower in Blender, but regardless, one of those scenes could take upwards of days to render.

 

Scenes like you show are made by professionals with a decade of experience and actual education on this. We are people who do rendering as a side hobby, we have lives, jobs and school. we aim to visualise our characters stories. If you want to move onto the level of professional cinematic designers, please do so, but do not enforce that onto us.


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#1489
Annily

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not to mention the fact that rendering one of those scenes on a PC at home is practically very possible.

sorry but not everything is pressing render button. 



#1490
Cazadora

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That's exactly what I'm saying. Anyone can throw a model in a program and click render. To make it look good you gotta do a lot more than that


       

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#1491
WhiskeyTangoFoxX

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It is technically possible yes, but not practically. It would take a PC upwards of days to render that. Movie studios and cinematics studios have these little things called render farms, hundreds of computers rendering the same scene. The final renders of cinematics like that take days to render.


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#1492
Annily

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Everyone is happy with what they do. me too. let's fun.

 

server machines does that yes. normal computers can do too if strong processor and stuff you put. one last thing. movies or those 3D animations preparing in post-production and some tactics. they use generally nuke for this. so this mean they don't lose much time for renders. and more.. more


Edited by Annily, 10 May 2017 - 04:04 AM.


#1493
BrandonBranderson

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Here's something I did for the Crossout forum.  (Not APB related.)

 

YGWIZFP.jpg

 

@Annily, If you want your renders to turn out better let them render for a longer period of time, or use different software.  The above image was made over the course of a day in Daz Studio 4.9 and rendered within an hour on a GTX 1070 using Nvidia Iray.  I know the ground texture, and the texture on that car on the right are pretty low rez, but all of these models are very low poly (with the exception of the clown's body) but they look decent.  Good lighting also plays a huge role in how well a render turns out.


Edited by BrandonBranderson, 11 May 2017 - 06:29 AM.


#1494
Cazadora

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yay physics

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#1495
Queen of Love

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#1496
Jenz/Amaka

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Whiskey Render

gaAklD8.png

 

Behind the scenes stuff

Spoiler

 

Borrowed Word2's Art



#1497
WhiskeyTangoFoxX

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Whiskey Render

 

(Snipy)

 

Behind the scenes stuff

 

(snipy)

 

Borrowed Word2's Art

 

Damn, nice work! Feels good to see a Whiskey render again!


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#1498
Cazadora

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Love it :o Amazing details, as always!

 

Spoiler

       

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#1499
Word2

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Borrowed Word2's Art

Don't forget to put it back where it belongs. :P

Also nice you featured DD in that render, he sure needs some love.


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#1500
Jenz/Amaka

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Don't forget to put it back where it belongs. :P

Also nice you featured DD in that render, he sure needs some love.

Sure, here ya go.

 

And yea, he does need some love. Actually all contacts needs some looooove.



#1501
Queen of Love

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after the success of Left4Dead2 exodus......there is a new frontier:

 

FACERIG + APB Reloaded :)

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Edited by Queen of Love, 12 May 2017 - 12:05 PM.


#1502
Cazadora

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I've been wanting to do a beach render since I did that swimsuit back in the day, but only got the spark yesterday playing volleyball, so!

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I don't usually add too much information, but since this is a special thing and I gotta thank Jenzu for so much stuff...!

Spoiler

Edited by Cazadora, 12 May 2017 - 03:00 PM.

       

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#1503
Jenz/Amaka

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Absolutely amazing.

Poses feel very APB like. Actually the whole image has APB feel to it, even though it's Volleyball scene.



#1504
Annily

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just work'n progress work. trying some new stuff with my new Shirt. also thank you Whiskey for giving advices.  i gonna post clear works no more * clipping or stuff *

 

anne.jpg

 

anne1.jpg

 

 

anne2.jpg


Edited by Annily, 15 May 2017 - 03:40 PM.


#1505
Jenz/Amaka

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just work'n progress work. trying some new stuff with my new Shirt. also thank you Whiskey for giving advices.  i gonna post clear works no more * clipping or stuff *

Nice! You got the 2D skills. Now combine it with your 2D skills and 3D to make epic images.



#1506
Cazadora

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#1507
Jenz/Amaka

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It's a good render.

Although I'd move the characters more to center so they are the main focus.



#1508
Cazadora

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It's a good render.

Although I'd move the characters more to center so they are the main focus.

Thank you for ruining my life <3

I'll keep it in mind :D


       

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#1509
WhiskeyTangoFoxX

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Very nice work on the render! It gives off exactly the right kind of feel for a mission in APB, just waiting and looking out for the incoming crims.

 

Technically I would have changed the floor material, something about it seems too dark, then again, that could also be due to my bad screen right now, but maybe worth a thought.

 

Also Tony's gun has a wood flashlight on it :v


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#1510
Queen of Love

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@cazadora

 

engine upgrade XD



#1511
Kewlin

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It's a good render.

Although I'd move the characters more to center so they are the main focus.

 

Ew, I totally disagree with the whole center thing. . .


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#1512
Sadira

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Update numero 23094538290349!

These are TEST renders just to see if the materials are working correctly, so excuse the noise in the images.

 

We got a fully working character material!

 

NDts2jx.png

 

meuelq2.png

 

This is probably gibberish to most people, but here you go.

 

The specular was so tough to figure out, but I finally cracked it. DAYS and DAYS just randomly guessing things and it finally worked to this point. For ages, I couldn't figure out why the damn specular kept showing up on parts of the mesh that's supposed to be transparent, but it turns out I have to apparently multiply the diffuse normal's alpha with the spec map I want to use, then reverse/invert it and put a layered texture where you layer the inverted map with the desired spec map and put the inverted map black so it's just a blank mask. It's nuts and tons of work but I did it. 

 

Also I just finished the vehicle materials too!

dApN6Tc.png

 

For now, I think I will just have matte available. I'm hoping I can get a metallic paint material at some point and I have discovered a shader for it, but I still don't know jack about it and why there aren't things like being able to put a bump map and stuff. I'll have to see what I can do, but because of the nature of this complete new shader I've never seen, it's not gonna be priority and I wanna move on to the other stuff I need to do already. If there's enough interest in the metallic look, I'll look into it more, but yeah for now we're moving on.

 

Next we'll be doing gun materials, and then after that, making skeletons! Which I imagine will be a fuzzy bunny to do. But yeah, here it is all what I've got for now! Things have been slow due to me being close to finishing with school; this month and next month doing nothing but finals work.

 

Hoping I can get this complete very soon. <3


Edited by Sadira, 27 May 2017 - 08:43 PM.

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#1513
Cazadora

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You have worked so much! Made a lot of progress and in a very neat way! This means we are closer to seeing renders done by you, so that's amazing :D

Keep up! <3


       

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#1514
Jenz/Amaka

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Nice one Sadira, you nailed those specs on character and car.

 

Edit:

 

Worked on Vehicle Emission materials and I found out that the Alpha Channel is exactly like Character's specs. It's bunch of shades of gray values you can use to switch lights on or off.

 

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Edited by Jenz/Amaka, 27 May 2017 - 07:57 AM.


#1515
Queen of Love

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sweet dream.

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#1516
Jenz/Amaka

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Burp

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#1517
Cazadora

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Burp

 

Smells like ketchup

I really like this render, light looks really natural and I love the gloom effect in Sam's wep and Carver's badge. The only thing that throws me off a bit is Whiskey, she seems a bit too rigid, maybe it's the perspective, but I can't tell if she is standing straight or leaning against the door, also her palm could be a bit less flat, that would make her look more relaxed. Aside from that, everything looks perfect!  :wub:


       

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#1518
Jenz/Amaka

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Smells like ketchup

I really like this render, light looks really natural and I love the gloom effect in Sam's wep and Carver's badge. The only thing that throws me off a bit is Whiskey, she seems a bit too rigid, maybe it's the perspective, but I can't tell if she is standing straight or leaning against the door, also her palm could be a bit less flat, that would make her look more relaxed. Aside from that, everything looks perfect!  :wub:

Totally agree.

I should really stop doing renders at midnight when I'm barely awake.



#1519
Cazadora

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Totally agree.

I should really stop doing renders at midnight when I'm barely awake.

I know exactly what you mean :D


       

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#1520
WhiskeyTangoFoxX

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Rapid fire Jenz content, just the way I like it!

 

Anyway, lets get down to the nitty-gritty details. As basically always, you got the atmosphere down perfectly. The area and lighting feel perfectly San Paro. Character poses are looking good for the most part. but I agree with Caz, something about Whiskey's pose seems stiff. One thing that gets me a lot too is the dirt mask on the car. Just like in APB itself, it looks pretty bad up close due to the low resolution, not much you can do about it though.

 

Other than the things I mentioned, it is another fantastic render!


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