Looks good. Something that I've started to see more and more is shading and shadows in textures like this. It's cause they're from ZB, and they look super slick when you show them of like this. But in a game engine those highlights and shadows should be rendered out of the combination of normalmap and your other textures.
This doesn't mean that it's wrong to do it if that is the style of the graphics, but it doesn't work for work that's aiming for realism.
Would love to get some feedback. Some of the lines don't seem quite right
I think I need to add some sort of manufacturer logo as detail. Also I'll change the magazine to semi-clear plastic, to give it more color variation.
I think it looks fantastic but there are a couple of things that bug me a bit, first is that little spike on the pistol grip, I'm not sure what it is supposed to do but it looks like it would just get in the way.
The second thing is that it looks like the stock might get in the way of your hand in the picture on the right, maybe a folding stock would be better?
I think it looks fantastic but there are a couple of things that bug me a bit, first is that little spike on the pistol grip, I'm not sure what it is supposed to do but it looks like it would just get in the way.
The second thing is that it looks like the stock might get in the way of your hand in the picture on the right, maybe a folding stock would be better?
Thank you!
Well the "spike" is meant to be he point where the stock makes contact with the grip. Might be a little too high though, you're right.
For the second concern, I don't think so. You just have to hold the gun with an offset grip ^^.
Hey there Guys, Wondering, I got a 3 day pass for Pax Est (Boston) Unfortunatly I cannot attend to it and it would be a waste to not use that pass. So, anyone interested? Will give it away. Just please don't take it if you don't plan on going either
Been working on these First person arms which I have been rigging, some skinning issues that need to be solved, hoping to get these in cry engine soon.
@ Noe_Serrano: man i love this one
@ fightpunch : as i said, awesome - really like to put one of these into ce3
@ Mellon3D : nice improvements, the reflections are a bit too high
Still making buildings for our new browsergame.
Here the dragon lair - wip
Yeah at the moment its just default, but thanks for the tip on using a heat map. There is a root joint then one at shoulder, elbow, forearm(for wrist twist), wrist, then each finger has 3 joints. As far as i know that's a pretty much standard setup? I'm not much of a rigger, this is my first proper attempt at rigging anything, Im hoping to get these into cryengine so any tips you could give me would be great!
So ive been working on the engine for my Drift Car scene, I decided id learn some stuff about vray in the process, this is the red top rocker cover from an SR20DET engine (found in Nissan silvia s14's).
Looks good. Something that I've started to see more and more is shading and shadows in textures like this. It's cause they're from ZB, and they look super slick when you show them of like this. But in a game engine those highlights and shadows should be rendered out of the combination of normalmap and your other textures.
This doesn't mean that it's wrong to do it if that is the style of the graphics, but it doesn't work for work that's aiming for realism.
I think his textures look awesome and would show up fine in game. Having ambient shadows baked into the texture wouldn't cause any issues at all, it actually enhances the look of depth. That only really matters if you have intense highlights or an obvious shadow direction. Getting too caught up in the technical side of how normal maps are supposed to be used is a pitfall. Its all visual trickery anyways so do what looks good.
So ive been working on the engine for my Drift Car scene, I decided id learn some stuff about vray in the process, this is the red top rocker cover from an SR20DET engine (found in Nissan silvia s14's).
Working on a look on a new project. It's like a top-down space shooter, but music driven. Ideas on where to take it?
PSCS5, circuit boards made from images of EagleCAD, a program used to design circuitboards.
Viruses infect the hardware and towers pop up in all those circly spots, and some other ones like that central CPU thing start launching ships. Animate 'electricity' moving through the wires to show where the next virus infection will hit. I'd make the circuitry greenish or grayish though, and only have the infected bits light up as red.
This doesn't really have anything to do with a music aspect but that's what I'm imagining based on this single image. Hm... you could simply have beats line up with bullets/shots and ship launches and so on. The more infected the level is, the more 'instruments' you have and the more hectic the game feels.
Replies
Looks good. Something that I've started to see more and more is shading and shadows in textures like this. It's cause they're from ZB, and they look super slick when you show them of like this. But in a game engine those highlights and shadows should be rendered out of the combination of normalmap and your other textures.
This doesn't mean that it's wrong to do it if that is the style of the graphics, but it doesn't work for work that's aiming for realism.
Would love to get some feedback. Some of the lines don't seem quite right
I think I need to add some sort of manufacturer logo as detail. Also I'll change the magazine to semi-clear plastic, to give it more color variation.
realtime render in marmoset toolbag
clay with MR
I think it looks fantastic but there are a couple of things that bug me a bit, first is that little spike on the pistol grip, I'm not sure what it is supposed to do but it looks like it would just get in the way.
The second thing is that it looks like the stock might get in the way of your hand in the picture on the right, maybe a folding stock would be better?
Thank you!
Well the "spike" is meant to be he point where the stock makes contact with the grip. Might be a little too high though, you're right.
For the second concern, I don't think so. You just have to hold the gun with an offset grip ^^.
I love it. Good job! :thumbup:
http://www.polycount.com/forum/showthread.php?t=117859
ah well, it looks great nonetheless, the front grip gives it a sort of futuristic look. Are you planning on turning it into a 3d model?
My skills with Maya are a bit rusty to be honest. But I'll still try what I can do.
Some quick kitbash buildings
http://www.polycount.com/forum/showthread.php?p=1790595#post1790595
@ fightpunch : as i said, awesome - really like to put one of these into ce3
@ Mellon3D : nice improvements, the reflections are a bit too high
Still making buildings for our new browsergame.
Here the dragon lair - wip
Yeah at the moment its just default, but thanks for the tip on using a heat map. There is a root joint then one at shoulder, elbow, forearm(for wrist twist), wrist, then each finger has 3 joints. As far as i know that's a pretty much standard setup? I'm not much of a rigger, this is my first proper attempt at rigging anything, Im hoping to get these into cryengine so any tips you could give me would be great!
I work on differents textures :
These are very nice brick! Good job
I think that's his clay Mental Ray render.... I think the marmo one isn't showing up, or something.
I'm working on a Star Trek: TOS Phaser to replace the Zeus Taser in CS:GO.
Hopefully this Images is working now, Sorry about that.
Trying to do an asset a day this week. Still working on the lantern (day three). Looking for a little feedback on my first two, though.
Boo for rendering!
I think his textures look awesome and would show up fine in game. Having ambient shadows baked into the texture wouldn't cause any issues at all, it actually enhances the look of depth. That only really matters if you have intense highlights or an obvious shadow direction. Getting too caught up in the technical side of how normal maps are supposed to be used is a pitfall. Its all visual trickery anyways so do what looks good.
PSCS5, circuit boards made from images of EagleCAD, a program used to design circuitboards.
This doesn't really have anything to do with a music aspect but that's what I'm imagining based on this single image. Hm... you could simply have beats line up with bullets/shots and ship launches and so on. The more infected the level is, the more 'instruments' you have and the more hectic the game feels.
If its a music based game, then it would be cool if the circuit boards where somehow audio based.
the first one is the realtime render, while the clay render was done in MR
here's a realtime FX test
[ame="http://www.youtube.com/watch?v=ncvB7fED-Ug"]D_SparkFX_test - YouTube[/ame]