Looks good, however your track links the way they are modeled to the tank will not function correctly. (mainly noticed in last image, bottom rear as it curves up to the back drive wheel). Its better to model one link and bake the single link to a low poly and manually placing them as rigid pieces rather than using a spline or whatever workflow you did. You can see on a curved surface the link and connector piece would never be that pliable.
Thanks, guys! Erich Hess: Glad you're excited. I've just got to put together a halfway decent tutorial. :P
Took the opportunity to put together a little kitbashed space fighter from bits. It looks pretty neat! First is in the native, intentional palette, the second is indexed to the Raptor Call of the Shadows palette.
The Indexing shader that I wrote wasn't quite doing what I thought it was. As a result...the indexed colors were being smoothly interpolated. This is, safe to say, not the intended behavior. I've since fixed it, and now, the indexed results are absolutely perfect. Kills me that I missed something this stupid. Ugh. UGH.
Here's a look at the new output - pay attention to the LUT cube in the upper left.
So that's settled, and a weight off my mind. The next thing on my ToFIX list was the AA. It was very blurry - and just..looked artificial, and not pixeled at all. So, I figured out a method around that. The Scene is rendered with AA at 3x the final screen resolution.. then Nearest Neighbor scaled to the final desired resolution. Here's the image with no AA:
And with the new AA!
I'm stoked. It looks much improved to me!
I'd love to hear any and all feed back and thoughts you guys have.
@HowardDay: Really digging the results your getting with your shader.
So I revised a model I did early in the year. It's supposed to be Tyler Durden from Fight Club. Basically resculpted his head and refined the overall texture work. I think next I'm going to do a series of head studies. My faces need a lot of work.
Looking good! You should try blending the textures using heightmap values (you can put the heightmap in the alpha channel of a TGA and use a custom shader).
If you want to go one step further you could also add a normal map and use that imagses alpha channel for some specular shine to make it look mroe like Dota style.
Replies
Full progress
1.
But make the bumps bigger/fatter.
I have wanted this since I first got into 3D! Thank you, I look forward to the shaders!
[SKETCHFAB]79b8bfd945454ef0ac59dfa9fb7795a7[/SKETCHFAB]
Took the opportunity to put together a little kitbashed space fighter from bits. It looks pretty neat! First is in the native, intentional palette, the second is indexed to the Raptor Call of the Shadows palette.
..and a angled verticle SHMUP version!
Enjoy!
Here is a scene I made to test the lighting and postfx in UE4.
I'm working on a creature
Saw Mary Jane on the alt cover of the Amazing Spider-Man 678 earlier this week.
Thought she looked cool.
this is looking awesome. I think you might be missing a bone near the base of the thumb tho.
@Stinkfoot: looks cool! And your pun hit me in the funny bone ^_^
Doop Toop
Jsargent, looking lovely!
I just wanted to share my environment with you, check out the thread
http://www.polycount.com/forum/showthread.php?t=157149
http://www.polycount.com/forum/showthread.php?t=157744
https://www.artstation.com/artist/last
Battletoads Thread
-JJB
NICE!!
Here's a look at the new output - pay attention to the LUT cube in the upper left.
So that's settled, and a weight off my mind. The next thing on my ToFIX list was the AA. It was very blurry - and just..looked artificial, and not pixeled at all. So, I figured out a method around that. The Scene is rendered with AA at 3x the final screen resolution.. then Nearest Neighbor scaled to the final desired resolution. Here's the image with no AA:
And with the new AA!
I'm stoked. It looks much improved to me!
I'd love to hear any and all feed back and thoughts you guys have.
Enjoy!
@HowardDay: Really digging the results your getting with your shader.
So I revised a model I did early in the year. It's supposed to be Tyler Durden from Fight Club. Basically resculpted his head and refined the overall texture work. I think next I'm going to do a series of head studies. My faces need a lot of work.
http://www.polycount.com/forum/showthread.php?p=2353760#post2353760
Cool battle toad work!
If you want to go one step further you could also add a normal map and use that imagses alpha channel for some specular shine to make it look mroe like Dota style.
Here's a shortsword I made for Chivalry. First item! (click it for steam page)
Vortex Ranger done with 3ds Max and Photoshop.
Marmoset Viewer link - https://www.artstation.com/artwork/vortex_ranger
[IMG][/img]
[IMG][/img]
I did some fanart for the Fallout-series to pass the time untill Fallout 4 is out.
[sketchfab]a4102db5edad40b194609e7f9b6f966e[/sketchfab]
Fallout Mininuke by .sebastian. on Sketchfab
[sketchfab]5345db2c39d94f14acfd923498e0bec8[/sketchfab]
Fallout Vault by .sebastian. on Sketchfab