Hey there all you duders and dudettes! I like makin' 3d art and I thought I'd make a Polycount thread where I could post all my art and stuff as I made it.
here's some wip stuff/doodles that i'm thinking about finishing
here's some art ive made that i think looks good
at the moment im working on the pirates, vikings, and knights 2 game. my job is pretty much to bring all the weapons to 2015 standards. all this stuff is at various stages of being worked on pirate saber work in progress
tanegashima art test i did to be part of the team
flintlock rifle
viking battleaxe
tell me what you think! I'm currently working on bringing the battleaxe into the source engine (ech) and building the lowpoly mesh for the flintlock.
Wow that texturing though. I love the oil staining on the old rifle there. Incredible attention to detail really makes these weapons look used. The microsurface detail on that pistol too! I always find weapons in games either look too new and shiny or they look really rusty and grungey, but you've hit a fantastic middle ground here. I'd love to see your albedo and roughness maps!
Wow that texturing though. I love the oil staining on the old rifle there. Incredible attention to detail really makes these weapons look used. The microsurface detail on that pistol too! I always find weapons in games either look too new and shiny or they look really rusty and grungey, but you've hit a fantastic middle ground here. I'd love to see your albedo and roughness maps!
Not in Ddo. But inside your 3d suite. That I know of, the causes of seams like this are, the smoothing groups on the low poly or the Unwrap. I would start with the smoothing groups and to test just make the top and sides one group.(Max) I am a max user. Or with Maya make a soft edge. Rebake.
If there is a break in the UV islands at that location, than that will be treated as hard edge and can create a seam. Increase padding for UV islands, you could just paint in a neutral normal value in photoshop to test out. Also if one of the edges are too close to outside border of the map, then the engine can pull in pure white or black and create a seam.
Anyhow, beautiful texture you have posted there. I agree with others as everything has that right amount of wear and tear.
Replies
It's not oil staining, it's meant to be case hardening.
mmmm, pineapples
does anyone know how to best fix these seems in ddo?
If there is a break in the UV islands at that location, than that will be treated as hard edge and can create a seam. Increase padding for UV islands, you could just paint in a neutral normal value in photoshop to test out. Also if one of the edges are too close to outside border of the map, then the engine can pull in pure white or black and create a seam.
Anyhow, beautiful texture you have posted there. I agree with others as everything has that right amount of wear and tear.
grenade materials heavy w.i.p.
crossbow work in progress for pvk2, expect a timelapse video up soon
here's the timelapse
i tossed together a compilation of all the models ive done for PVK2 for a media release on their site