Author Topic: The MACHIN3 creates.  (Read 14229 times)

Added the Starfighter to this thread, see latest post.



The Probe
This probe has been a pipeline/infrastructure test for the most part. Built in Blender/Hardops, emissive baked in Blender, everything else baked in Designer, textured 100% in Painter, rendered in Painter/Iray. If anybody from Allegorithmic is watching, I'd love to be able to bake the emissive map(from HP) in Designer as well.

Last Edit: March 29, 2017, 05:55:30 pm

It looks great, thanks for sharing! On the last picture I would reduce the SP logo size (it seems a little bit placed "over", less integrated than the others) otherwise the result is nice :)
About baking the emissive map in SD, I'm not sure what you mean. You can bake color information from the HP, it's maybe a way to do what you want?
Last Edit: August 09, 2016, 12:48:36 pm
Lead technical artist
gaetan.lassagne@allegorithmic.com

Thanks, glad you like it Gaetan! The Painter logo was really just a nod toward Allegorithmic, I didn't put too much thought into it :) I agree with you about the placement - it's not ideal.

About baking the emissive map in SD, I'm not sure what you mean. You can bake color information from the HP, it's maybe a way to do what you want?
I'm talking about assigning an emissive material to a part of the highpoly model and then baking the effects of that emissive light bouncing around on the HP mesh to my LP model. See the attached images as examples.

A way to do it (in Substance Designer) would be to use the "Color Map from Mesh" baker with emissive stored in the vertex color.
But it will not be based on something assigned in Designer, it needs to be stored in the high poly mesh from your 3D app.
Also, in Substance (Designer or Painter), as the emissive light bounce is also created by the post process effect it's not something that will be baked.

In case it doesn't fit with what you need (or if you have suggestions) feel free to post in the "Discussion" thread (this way it will not spam your showcase thread :) ).

Thanks
Lead technical artist
gaetan.lassagne@allegorithmic.com

I love it! Great design and texturing.

A way to do it (in Substance Designer) would be to use the "Color Map from Mesh" baker with emissive stored in the vertex color.
But it will not be based on something assigned in Designer, it needs to be stored in the high poly mesh from your 3D app.
Thanks for the tip, I'll investigate. I doubt I have enough resolution in my HP mesh to do subtle light bounces, I'll give it a shot. I

In case it doesn't fit with what you need (or if you have suggestions) feel free to post in the "Discussion" thread (this way it will not spam your showcase thread :) ).
Will do!

I love it! Great design and texturing.
Thank you so much Nikola! My two favourite things :)

I have set up a substance, which allows you to choose between 4 main material types. The painted(blue/greyish) metal, you've seen before, a plastic material, a mix of both and a camouflage paintjob. Each of these have different additional setings. The plastic can be made into every possible color/brightness/saturation. In addition, there is fluting effect that can be activated on the plastic. The camouflage material is a mix of 4 camo types, brought to you by substance share by ShotgunRCAF: wilderness, desert, jungle and urban.

In addition there's dirt that can be layered on top.

The unity screenshots don't look as good as they should, as I took them in gamma space accidentally. I'm blown away by the subtance parity in linear space. Will post some more recent screens soon.

In the mean time here's some beauty renders of the plastic material. Iray + Photoshop.

Variations, so easy to do with Substance :)

Looks great, love the detail. I wish the ball turret thing in Oblivion looked like that, but with the same sound effects of course.

https://www.youtube.com/watch?v=rEby9OkePpg
Win 10 64bit | i72630QM quad core | GTX555M (3GB version) | 16GB ram

Looks great, love the detail. I wish the ball turret thing in Oblivion looked like that, but with the same sound effects of course.

https://www.youtube.com/watch?v=rEby9OkePpg
Ha, thanks yeah. Daniel Simon is awesome.

The Starfighter is a single-seat, multirole fighter, that excels at interception and escort missions. Advanced scouting and surveillance missions are possible, once outfitted with a probe in the designated socket in the fuselage. Capable of space and atmospheric flight, combined with vertical take off and landing abilities on most terrain, makes the Starfighter an extremely versatile light-weight and high performance craft.

Both wings can be mounted with universal pylons and carry a variety of offensive and defensive weapons or equipment. Due to its folding wing configuration the Starfighter is suitable for carrier based operation with limited deck space.

The SF’s cockpit doubles as an escape pod and life boat. In case of emergency, it detaches completely and will be ejected from the rest of the ship. Being maneuverable on its own, the pod can be piloted using the same interface used for the Starfighter.

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Baked in Designer, textured in Painter.

Very cool stuff.

Thank you for including the description.  I like the idea of the cockpit doubling as an escape pod and life boat.

Nice painting, too.
Hobbyist
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Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
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- ATTACH files and pictures to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

Thanks, justaviking. I've forgotten to include these :)
Last Edit: March 29, 2017, 06:32:08 pm

Whoa man, so awesome! Can You share what resolution/how many texture sets? Really nice designs :)

Just WOW... I mean really WOW!

o.o

Amazing. The detachable cockpit is a great ship by itself. The landing systems are a really nice touch. But the fact that the older posted probe is part of the story, is really a great touch!