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Niko40 — My 3D workspace.

Published: 2010-01-20 22:05:00 +0000 UTC; Views: 893; Favourites: 2; Downloads: 30
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Description I really don't know into what category this would belong...
Well I guess that this will do.

Lopoly model of a barrel I made. I made a barrel, sculpted it (almost 4,5 million vertices... A bit much for such a useless 3d item nobody cares to look for long), Made a lowres model, uv unwrapped it, baked normalmap and AO to a 8192x8192 textures and made the colormap from the AO map in gimp. The rings were made seperately.

What you see here is gpu rendered model in the viewport with some node action involved. 2084 vertices (meant to be used in cpu renders. Not for games although it would be only blug and play. Minus the nodes)



vvvv Some useless info for other blenderheads and iterested people. vvvv

So this was more like a stress test for blender. At this point it was not a problem for a 64 bit version of blender but 32 bit crashed every now and then. A few bugs still exist in there but you can go higer resolutions than just 8192x8192 and you could go for more polygons than just that. The peak I was able to get was about 56 million vertices. It was too slow to work in there but was a fun experiment. And only used about 8 gigs of ram. Later on I havent been able to get past 26 million. Baking that 4,5 million barrel to 8192x8192 textures took about 7,5 gigs of ram so I can't really go higher than that at this point.
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Comments: 20

E-M-E-R-L [2012-08-11 08:52:24 +0000 UTC]

~{BARRELS!!!!} that would be Pewdiepie's reaction to this lol :3

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Niko40 In reply to E-M-E-R-L [2012-08-13 18:32:30 +0000 UTC]

Indeed. XD [link]

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kjnovfdvd [2012-04-02 23:56:17 +0000 UTC]

Hello this as you call it that are joining several pictures for you so the barrel

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Niko40 In reply to kjnovfdvd [2012-04-05 15:06:11 +0000 UTC]

Hehe. Glad you like it.

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ClearFog [2012-02-23 03:51:03 +0000 UTC]

Thanks! Helped alot!!!

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Niko40 In reply to ClearFog [2012-02-23 21:19:00 +0000 UTC]

Okay? XD

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ClearFog In reply to Niko40 [2012-02-23 21:28:07 +0000 UTC]

it did

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aidsanity [2011-04-09 07:08:55 +0000 UTC]

Nice UV Mapping. I suck at that :/

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Niko40 In reply to aidsanity [2011-04-09 12:40:47 +0000 UTC]

Glad you like it but I don't remember showing the UV maps to anyone... Well I'm not that good. Here's what I did however. [link]

Just setting up the seam edges and hitting a button... Then scaling those UV islands to take as much as possible space from the area... That's about all I've done. Pretty easy at this simple object. There's just two textures and materials so there's 2 UV maps.

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aidsanity In reply to Niko40 [2011-04-18 04:22:50 +0000 UTC]

Thanks for the link, bro. I use Autodesk Maya in 3d stuff but thanks at least I have an idea how to UV map.

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Niko40 In reply to aidsanity [2011-04-18 21:39:33 +0000 UTC]

I don't know Maya, never tried but I know that it's UV unwrapping tools are way different from Blender's. I found this for you btw. [link] Also, just if you're interested, here's Blender's method. [link]

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aidsanity In reply to Niko40 [2011-04-19 01:58:32 +0000 UTC]

Thanks a lot, man. I'm interested with blender. I just ordered a copy LOL

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Niko40 In reply to aidsanity [2011-04-19 08:28:28 +0000 UTC]

Hehe... Yeah. Having zero price tag, it's pretty cheap too. XD The smoke simulation especially is nice. [link] But that aside, if you're interested trying it out, I can help you with it and blendercookie.com has some awesome tutorials for it. [link] See the "New to Blender?" button on the top.

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chienpuant [2010-02-23 19:52:14 +0000 UTC]

Interesting,so you made this with the new sculpting features of blender?looks to work well.I don't understand what's on the left screen,is that some kind of a material editor ,it looks like procedural textures nodes.
I am getting more and more interested in Blender...as a matter of fact,I already downloaded it,hope I will find the time to learn it...

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Niko40 In reply to chienpuant [2010-02-27 22:39:26 +0000 UTC]

Woohoo... My first (relatively) successful organic sculpt. [link]

Sorry... I'm just a bit exited now.

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Niko40 In reply to chienpuant [2010-02-24 10:12:47 +0000 UTC]

Well... It works already. Could use some more speed though. I don't know for sure but I think Zbrush is quite faster still.

There are nodes for textures, materials and composites. What you see there is a material node tree. I used it to make the barrel a bit more interesting to look at. But that node setup is just for that one angle. Not something to be widely used. Anyway with GLSL you can see the results instantly. And nodes save the trouble of writing shaders. To some extent at least.

I mostly just enjoy the basic modelling tools and the interface. Animato system is also a really nice thing. But I haven't got to test it out properly. I think it will be a lot easier to have appearance rigs on characters now. If you have seen the nude model I made... It's a base model and should be transformed into any person with bones. Should be a nice challenge.

Low level access in 2.5 to everything has already proven to be quite nice. Some artist just automated a few things via python script and what he got was [link] A bit different and perhaps not as good as in Zbrush but this should help quite some. (A proper remeshing is under discussion). So basically, tools to make things and tools to make tools to make anything you want.

Now I just hope that they make the normal baking some more stable.

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Lightning5trike [2010-01-21 08:43:36 +0000 UTC]

Nice !

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Niko40 In reply to Lightning5trike [2010-01-21 11:53:11 +0000 UTC]

Thanks...
GLSL is a cool to have around. Makes designing materials quite more faster.

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Jimmyon [2010-01-20 22:45:51 +0000 UTC]



Maybe you join my group and submit your work?

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Niko40 In reply to Jimmyon [2010-01-21 11:47:40 +0000 UTC]

Well... This is technically not a game object. It would work on blender game engine but not intended to. Thus the relatively highlow vertex count.

I changed this a little. All the objects are now joined to one mesh but with different materials and different textures. And the uv maps fully overlaps between different materials making this object pretty much useless outside of blender now. But more easy to manipulate inside blender.

But In this view it would work with other games too. Except that you have to worry about 3 objects and not only 1. I think this would not be a problem unlike multimaterials. Can't really tell.

To put it simple, if you don't have any problem with objects that could be used within a blender game but will most probable not be used in one nor intented to be used in one, then I'll think more. 3D game creation just isn't really my interest. Atm anyways.

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