Despite of the clearly great looking wires and nice polygon flow, I'm asking myself how do you get those structured materials on the turbosmoothed meshes. If I apply a structured material to my meshes, everything gets distorted because the mapping is off. This just looks great. I'm getting bored of my materials and I'm looking for a better presentation. Really, really great work! I always loved your work Mr. Levi.
Love the work awesome as always, brain is just spa-zing out by the year date labeled as 2012. [insert Jackie Chang img here]
Think you should have quaded out the ends of the sphere on the lens/scope its really noticeable up-close like that.
still looking forward to viewing that transformer when it is all done.
Despite of the clearly great looking wires and nice polygon flow, I'm asking myself how do you get those structured materials on the turbosmoothed meshes. If I apply a structured material to my meshes, everything gets distorted because the mapping is off. This just looks great. I'm getting bored of my materials and I'm looking for a better presentation. Really, really great work! I always loved your work Mr. Levi.
not sure what u mean by material structure, i make different shaders/colors for different parts, is that what u mean?
the smaller details are modeled too so it wont be distorted
sometimes i uv small part of the HP if i need to add like text or other bump details
oh, try running the 32bit version instead of the 64bit version.
Same problem here with W8 (64bit version doesn't open at all), but the 32 bit version seems to work fine.
right now im playing the game trying to take screenshot but i always play on hardest lever so it might take some time till i get all those parts unlocked lol
oh, try running the 32bit version instead of the 64bit version.
Same problem here with W8 (64bit version doesn't open at all), but the 32 bit version seems to work fine.
I have to say that the weapons in this game are IMO by far the best i've ever seen!
The animation (pick-up, reload, ecc...) are absolutely beautiful too.
Amazing detail, do you use a double turbo smooth using material IDs? Just trying to get past how you get some of those fine details, I have tried to get inner detail like that, but keep getting to many errors. Most tutorials online only show you outer edge detail or very simple inner detail on a box. When it comes to cylindrical and unique shapes with their own unique inner detail, HP in max becomes a real pain, but you do it so well....
How do you get the detail to flow into perfectly circular shapes without losing any of the edge details in the surrounding mesh?
It's driving me crazy in my work, as I keep having inconsistent/cluttered areas where the large details flow into small details and it completely messes up the surface surrounding the mesh.
Would it be possible to see the original wireframe without the turbosmooth?
Superb hard surface modelling skill!
Love seeing all those details in a very clean mesh. I wonder how you keep the edge flow.
Thanks for posting these!
Replies
heres a wire for the HP
Think you should have quaded out the ends of the sphere on the lens/scope its really noticeable up-close like that.
still looking forward to viewing that transformer when it is all done.
ill post the wire later on today
not sure what u mean by material structure, i make different shaders/colors for different parts, is that what u mean?
the smaller details are modeled too so it wont be distorted
sometimes i uv small part of the HP if i need to add like text or other bump details
Did you also do lowpoly/textures (that you can show) or did you only do highpoly work for crysis3?
Same problem here with W8 (64bit version doesn't open at all), but the 32 bit version seems to work fine.
I hope that helps ^^
ill try
I have to say that the weapons in this game are IMO by far the best i've ever seen!
The animation (pick-up, reload, ecc...) are absolutely beautiful too.
Incredible work.
What other weapons models did you do in Crysis 3?
didnt get to that point yet
i did only 1 full weapon
heres some more screenshots
all the small details are modeled too
It's driving me crazy in my work, as I keep having inconsistent/cluttered areas where the large details flow into small details and it completely messes up the surface surrounding the mesh.
Would it be possible to see the original wireframe without the turbosmooth?
Fantastic work by the way!
Love seeing all those details in a very clean mesh. I wonder how you keep the edge flow.
Thanks for posting these!