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MarkusRollo β€” Marvel vs. Capcom Infinite - Venom

#marvelvscapcom #venom #venomspiderman #venomsymbiote #venomeddiebrock #venommarvel #sfmposter #source_filmmaker #sourcefilmmaker #sfmsourcefilmmaker #sourcefilmmakersfm #sourcefilmmakerposter #venommovie #marvelvscapcominfinite
Published: 2018-04-30 21:14:54 +0000 UTC; Views: 3973; Favourites: 61; Downloads: 0
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Description Thought I'd do something different, plus for the hype of the Venom film. Personally can't wait for that shit.
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Thanks toΒ  Β for sending me the Venom model!

twitter.com/MarkusRollo
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Comments: 14

stoneblade1999 [2018-05-22 18:09:32 +0000 UTC]

What did you use to render that?

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MarkusRollo In reply to stoneblade1999 [2018-05-22 18:30:55 +0000 UTC]

Source Filmmaker, however I could of done better with the port and lighting etc.

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stoneblade1999 In reply to MarkusRollo [2018-05-22 19:51:27 +0000 UTC]

Wow ok then. I guess I need to switch over from blender since I tried to render the same exact model and it turned out horrible in terms of realism unless you made edits to the texture maps.

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MarkusRollo In reply to stoneblade1999 [2018-05-22 20:11:36 +0000 UTC]

Ah, blender is for sure better than SFM in terms of rendering. However there were edits for the textures but it was only done a specific way for the source engine. Only things I touched on was the roughness and the normals.

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stoneblade1999 In reply to MarkusRollo [2018-05-22 22:54:34 +0000 UTC]

Hmm the model did not come with a roughness map to my knowledge unless you created your own or used the specular map and inverted it. My problem is getting venom to be as glossy looking as yours.

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MarkusRollo In reply to stoneblade1999 [2018-05-22 23:49:49 +0000 UTC]

If it's the Venom from the xps port, you do need to invert the specular and invert the green channel of the normals. Give that a try see if it changes anything.

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stoneblade1999 In reply to MarkusRollo [2018-05-23 18:44:26 +0000 UTC]

Ok so I did the inverting of the green channels on the normals and that helped a lot though my glossness is still wrong unless I need to manually invert the specular map in photoshop rather than slapping a invert node in blender. However I am curious as to how and why inverting the green channel enhanced it. Is this true for any game model or xps model and how would you know if you need to do this?

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stoneblade1999 In reply to MarkusRollo [2018-05-23 17:27:18 +0000 UTC]

Hmm alright I will try that. for inverting the green channel of the normals all you did was select the green in photoshop and hit invert? or did you use a special program for it.

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MarkusRollo In reply to stoneblade1999 [2018-05-23 22:02:54 +0000 UTC]

Yeah, I just used Photoshop to do that, same thing with the specular you have.

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stoneblade1999 In reply to MarkusRollo [2018-05-24 02:16:18 +0000 UTC]

I have done all of that yet it still doesn't look anywhere near as good as yours it is getting there though. I guess the lighting is different or my node set up is missing something.

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MarkusRollo In reply to stoneblade1999 [2018-05-24 02:33:30 +0000 UTC]

PM me a screenshot of it if you want, I might be able to give you some tips or something.

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stoneblade1999 In reply to MarkusRollo [2018-05-24 14:15:03 +0000 UTC]

Will do soon.

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stoneblade1999 In reply to MarkusRollo [2018-05-24 01:56:20 +0000 UTC]

Hmm alright but what made you realize you had to invert the green channel? "trying to figure out if I can do this for other models to enhance it"

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MarkusRollo In reply to stoneblade1999 [2018-05-24 02:15:43 +0000 UTC]

Honestly not sure, your knowledge and experience just basically tells you that if it is not correct or correct. Also depends on what engine your are using, for source and unreal engine you need to invert it for things to look right. I personally still don't understand why they do that with the normals and roughness. But I guess you just gotta roll with it.

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