MatthewS

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MatthewS
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  • This looks great!
  • I am actually planning on busting this out over the next week as well... If you guys don't mind I will try to put up some WIPs of the major sections of work as I go. I think it will be good to see how everyone works it through. Does anyone know i…
  • so you have a touch tablet and not a pen tablet then... you might be able to change the settings to shave off the lower threshold for touch strength. Thus making it ignore the paper...
  • yea for the most part all of the tablets are pretty slick when it comes to this. So a lot of people who like the feel of drawing on paper, or just got used to the resistance, tape a piece of paper over the tablet. It also helps to avoid damaging the…
  • unfortunately it doesn't put it exactly back to where it was... There is a way to do it but it takes a while Turbosmoothing is a little more forgiving but can also take way more polys, so if you are on a computer that can't handle it it might no…
  • That really depends on how you are modelling your high poly. If you are using turbo smooth then adding the correct constraining edges should work fine. If not then you should probably chamfer them. If you are turbosmoothing though you might have som…
  • The way listed by Sprunghunt is the way I do it... I think where you are tripping up is in the step that was left out. After mapping to half of the 0-1 box and then stretching the uvs to double their normal size on the one side, you render the uvs a…
  • Wow. This looks great. I am glad to see some amazing things coming out of cry3 already. I love the lighting and it definitely looks like cry3 gives you a lot of great options for it. Couple of things that bothered me, from a purely "feels weird" ki…
  • Updated first post with final results.
  • Think your AO is just messed up a little behind the sword on the left so it makes the top of the chest look like it bends... might also just be the render.
  • OK. I have reason to believe I am heading in the right direction... This is still wip as I need to fix some bad seams and some overblown spec as well as revisit some areas probably. Let me know what you think.
  • I see what you mean, and I have some ideas. I will continue working on this until I am satisfied that I have a grip on the techniques needed to produce something amazing. Thank you for sticking with me and not just dumping it off as hopeless. I r…
  • No part of it is rubber so that is definitely a problem... Can you elaborate on what you mean by flat? I want to make sure what I think your saying is what you actually are saying. Also anything you can give me in terms of advice to get it to read m…
  • So are you thinking less saturated or just darker in general? It helps me more if you elaborate on what you are suggesting be done... I will look into changing it in these ways and see how I feel about it. Thanks
  • Update. I have this pretty much finished... I don't like the way some of the metal came out but I'm gonna take a step back from it for a bit. Take a look and tell me what ya think.
  • Alright. Been busy over here so I haven't been able to get to work on this until today. Here is where I am at... Textures are still WIP but any c&c is more than welcome. Will be working on this more tomorrow. Should hopefully…
  • Thanks Mark. A lot of the suggestions you have brought up will be taken into account... especially the alpha planes... unfortunately I think that some of the suggestions will be oversimplifying the mesh and will result in issues later down the road.…
  • Alright. Here is the new low and the high sculpt. I didn't Zbrush this from scratch if that's what you are thinking Erich, it was just used for the minor detail and some of the larger detail as it is more efficient than Sub-d modeling. …
  • Thank you all for your critiques. First off I should have had more variation in my metal colors, and I am not sure how I had forgotten it... But that will be fixed in the future... Also I will work on the specularity of the metal when I come to it a…
  • No... in the edit poly modifier x is bound to constrain to face... or at least for my defaults it is. But the thing in fletch's image is what it messes with so just make sure that is off.
  • try pushing x... It toggles the constrain to face option on/off
  • Doesn't the ignore back facing button do that? Or is it just too crappy?
  • You going to leave it at that or are you going to elaborate? Also my name in game is ragnarokxx
  • Floating geometry is used to efficiently create high detail on an object without having to cut the crap out of it. As jocose said, it is basically just an element floating above the main body of your high poly. It needs to be as close to your main m…
  • Why don't you hide all but the bricks you need copied, use merge visible, append it and then just move it manually. Zbrush's move tool isn't that inaccurate... Or you could always extract it with all of the settings to 0 to make a copy of that part.…
  • I only have a custom shortcut set for the edit poly modifier, mostly because it has more options but also because it is used more often, so whenever I have something that is an Editable Poly I just drop an edit poly mod onto it. Also I highly adv…
  • I usually map the stuff onto half of the box then stretch the uvs to (roughly) double the size then when you go to render the uv template you just put in 1024/2048 into the res. Comes out fine for me.
  • Alright. It looks like your modeling is fine, and your uvs are set up pretty well. There are still a couple things that could be overlapped but you got the majority of it. I love the way you did the wood wear and I will be stealing that for fu…
  • I like the style of it. Selentic is right however in that your grunge seems to be random and all over the place. For instance the wear on the metal(?) support bands on the stabilizing rod under the seat. It is understandable to have the wear on t…
  • This is looking great. I especially like the way your textures display the materials. Those are called rolling ladders or rolling stairs. The only major thing I am seeing wrong with the scene is that some of your objects lack functionality. Sp…
  • More than likely because you have the max angle set too high. I usually keep mine down around 30 to avoid such problems.
  • It looks like you are doing alright so far. The concept sheet you have looks interesting, where did you find it?
  • OK so first off I like the braided leather better than what i believe is reptile skin or scales for the handle. The only thing that bugs me is it seems a little too shiny for a handle, I think it would be more worn than it is... Major things I se…
  • The updated shot looks much better. Can we get some sheets up? It looks like your spec map could use some work, as your metal looks like it doesn't have enough contrast for all of the different stages of wear you have on it... The main thing t…
  • It looks good and I only have a few little things that I think would help. 1st is that with 18k tris you can put a little bit of a bevel on the corner of the first two floors, just to soften it up. With all of the easy flowing curves in the res…
  • Hey, it seems you are doing some pretty good work. I especially like how the sandbag came out. The biggest issue I am seeing is that when you bake out your AO you aren't including the other half of the model... this is causing the AO to be lighte…
  • Maybe you can try and talk properly and people will take you seriously? All in all the work isn't too bad... could use some more action tho... and backstory.
  • looks like it could come out well... you should definitely try to replicate that awesome pollen on the back side of it. Also... max autosaves every 5 minutes >.> can be found in your My Documents folder under MyDocuments/3dsmax/autoback
  • Are you separating the uvs after combining the elements? It also looks like you still haven't gotten the smoothing groups right on the low poly. Also often times if you are baking normals with a cage like that it helps to separate the objects phy…
  • I think the major thing that is throwing off your scale is that the door to the pub looks to be about 10 feet tall at most it should be 8 feet. Unless you want a crazy castle door feel in which case you need a bigger door :P Try putting the gu…
  • I think he wants your completed textures sheets... I think it is always interesting to look at other's PSD files... I will upload one of mine a lil later. But I'm not exactly an industry professional. edit: http://www.filefront.com/17162229/Textu…
  • Yea agreed. You are lacking some of the things that make the concept irregular. For instance your steps are all uniformly curving where as the concept has a couple straight and then a sharp turn. Another thing is the shape of the small room is…
  • @ Crazyeyes I must say that the way you are suggesting doing the details is interesting... would you then have issues with the extra vertex counts from having to break up the uvs? And how much extra resources does the needed extra polys and vert…
  • This is win right here. definitely worth a read.
  • http://zenmagnets.com/ Imagine the random design testing you can do with these... gonna have to get me some. soo badass.
  • so uh wimp doesn't know that an animator should be called an animator>.< http://www.wimp.com/guyprogrammer/ also the game they are developing looks pretty sweet.
  • that was awesome... when it got to the whale I was like LoLwut? Good work man keep us posted on it.
  • I extend my sincerest welcomes to you. Glad to hear we have another well connected artist among our midst allowing us to expand our network.And I am sure a lot of the animators here will love to have such a vet around to help. I can't wait to …
  • yea your proportions are a little off ... u also seem to have left out that the middle windows on the second story are different than the rest i.e. they are wider. Your window ledge trim is also much less ornate than that of the ref... the small win…
  • How close do you want it to being a real pool table? Cause as it stands your holes are way to large and the nipples* of the side pockets are way too forgiving. If it is necessary for your game for the pockets to be that open then its fine... If you…
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