Showster - Really nice Optimus, maybe the windshield could use a darker gradient to tone down the reflection. Also it would be cools if the toon lines were thicker on the silhouette and thinner on the interior.
Rooster - thats looking sweet too. For the water you could make a wavy transparent plane above the river floor and make the blue color meet where the water plane and ground intersect.
I model with maya, when i'm using textures with transparancy for example the hair that i'm plopping on my model here, one side of the texture goes black?? Wtf?
Any solution? The thing is though, because i'm duplicating the hair some of the objects go black and some are fine and double sided like they should be.
Can anyone help? If not i shall go on the prowl for a shotgun to shoot myself with.
Gavimage - nice character, it's going to be an awesome piece
Just testing out some ideas for the windmill textures, this was a basic sculpt over a mapped max subd mesh + nvidia filter. I might do the same for the walls.
RobG, likelyhood is your normals are getting screwed when you are duplicating faces.
Try edit polygons> normals> conform, set to face... experiment freely on verts and faces.
Mayas alpha handling is sketchy at best especially if you are overlaying alpha`d planes, which no package likes, actually.
@RobG: i just love that style! @tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures
here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details
thinking of doing a DS version later
works very well!
Just one thing, the folds on his front pants are a little strange and the mirror dont help. That the only thing i deslike, Great Work!
[ QUOTE ] @RobG: i just love that style! @tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures
here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details
thinking of doing a DS version later
[/ QUOTE ]
Dont shade with black! Add some color to your shadow map there dude, especially on the skin. It looks really bad to have black shading on skin. Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.
[ QUOTE ]
Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.
[/ QUOTE ] well yeah i should give the shadows more color (they are not plain black though, but i just started doing textures, i did 4 years of modelling and have to get into all that stuff, so forgive me, i never said i'm a good/skilled textureartist
however here is a really lowres version, 64x64x64x4bit alpha
@xysdf: nice rock, it has a very cool stylized look, me likes
Another highpoly head I'm working on for a normal map.
I'm not sure yet if I should add all kind of small details or that I should simply add those with a texture.
RobG, I have a similar problem happen to me. But like firestarter suggested, its most likely your normals. I have a a script assigned to two buttons which fixes this error. By unlocking and locking normals. Unlock:
polyNormalPerVertex -fn true; Lock:
polyNormalPerVertex -ufn true;
Incase you're not sure how to add buttons to your shelf. Just open the script editor (window > general editors > script editor). Type or paste the code in the text field at the bottom of the editor, highlight the text by selecting it. Then just click drag the text to your desired shelf. You should see a grey MEL button appear in your shelf and you're done.
Hope what either firestarter or I have suggested helps.
-caseyjones
EDIT: This post was in reply to the black faces on your model RobG, which it looks like it has been fixed. Gah, way to not see a next page... duh!
an update... sadly my game designer said the wooden supports have to go since the wood would have completly rotted by now... and because of this he also feels the crates have to go. so i have a lot of work ahead of me.
Wooo vaseline walls!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.
-caseyjones
EDIT: I thought my suggestion was a bit vague, so here's a quick example.
[ QUOTE ]
Wooo vaseline walls!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.
-caseyjones
EDIT: I thought my suggestion was a bit vague, so here's a quick example.
[/ QUOTE ]
yeah, as i said the lighting (and spec settings) are all temporary while i work on the modeling. and yeah, i do understand what you mean, but i am not sure if i can sqeeze out too many more polys after i replace the low poly wood supports with more complex pillars, but if i have some to spare i will consider doing that.
edit: i was just checking out your site. is it just my browser being weird or do you have no images under the 2d and 3d sections?
water wip, want to fix up the shrubs some more mebes add some flowers, add waterfall. then experiment to see how low the textures can go, mebes try a detail map
rooster that's a beautiful looking scene already but I think you could make it better by a) adding water transparency, as johny suggested, and b) taking another look at the rock formations. I think those rock clumps on the cliff are both the best-looking and least-realistic part of the scene - in the sense that the colors and shading are super, but the actual formations are too weird! They look like rock tongues dripping down the slope. maybe it's possible to make them look more convincingly piled?
[ QUOTE ]
They look like rock tongues dripping down the slope
[/ QUOTE ]
lol brilliant this is more a 'proof of concept' scene than something that will be used for anything so I'm going to finish up and continue, but I will keep this firmly in mind for future work thanks man
Replies
The pixel work on your site is awesome too.
Rooster - thats looking sweet too. For the water you could make a wavy transparent plane above the river floor and make the blue color meet where the water plane and ground intersect.
Tennis - nice, especially the heli!
Next is to spend some more time on the vest, arms, then onto pants and shoes.
-caseyjones
he looks cool anyways
fat lips for abs?
Just quickly can someone help me?
I'm 3D tarded and i don't know whats going on...
I model with maya, when i'm using textures with transparancy for example the hair that i'm plopping on my model here, one side of the texture goes black?? Wtf?
Any solution? The thing is though, because i'm duplicating the hair some of the objects go black and some are fine and double sided like they should be.
Can anyone help? If not i shall go on the prowl for a shotgun to shoot myself with.
Just testing out some ideas for the windmill textures, this was a basic sculpt over a mapped max subd mesh + nvidia filter. I might do the same for the walls.
someone help RobG, quick
Try edit polygons> normals> conform, set to face... experiment freely on verts and faces.
Mayas alpha handling is sketchy at best especially if you are overlaying alpha`d planes, which no package likes, actually.
@tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures
here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details
thinking of doing a DS version later
Just one thing, the folds on his front pants are a little strange and the mirror dont help. That the only thing i deslike, Great Work!
hawken. you like?
http://www.pedroamorim.com/coisas/zengarden2/
Ultra cool pectorials but...
fat lips for abs?
[/ QUOTE ]
oops, I'll check some more ref and clean it up
@RobG: i just love that style!
@tennis: simply awesome, really, i love your lowpoly works, great use of polygons and textures
here is a lowpoly version of my airborn character, 256x256x256x8bit alpha with 1125 faces, dunno maybe this is too much for apsp character, but i didn't want to kill even more details
thinking of doing a DS version later
[/ QUOTE ]
Dont shade with black! Add some color to your shadow map there dude, especially on the skin. It looks really bad to have black shading on skin. Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.
Its amazing how people seem to forget some of the most basic painting rules when they start doing next-gen stuff.
[/ QUOTE ] well yeah i should give the shadows more color (they are not plain black though, but i just started doing textures, i did 4 years of modelling and have to get into all that stuff, so forgive me, i never said i'm a good/skilled textureartist
however here is a really lowres version, 64x64x64x4bit alpha
@xysdf: nice rock, it has a very cool stylized look, me likes
I'm not sure yet if I should add all kind of small details or that I should simply add those with a texture.
My character Aethena.
bout 450 tris, 128x128 texture.
Unlock:
polyNormalPerVertex -fn true;
Lock:
polyNormalPerVertex -ufn true;
Incase you're not sure how to add buttons to your shelf. Just open the script editor (window > general editors > script editor). Type or paste the code in the text field at the bottom of the editor, highlight the text by selecting it. Then just click drag the text to your desired shelf. You should see a grey MEL button appear in your shelf and you're done.
Hope what either firestarter or I have suggested helps.
-caseyjones
EDIT: This post was in reply to the black faces on your model RobG, which it looks like it has been fixed. Gah, way to not see a next page... duh!
jarrod: that sucks dude, but what you've got is certainly coming along nicely. Feel free to make your own thread about this project!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.
-caseyjones
EDIT: I thought my suggestion was a bit vague, so here's a quick example.
Wooo vaseline walls!
I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool.
Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend back into the rock.
-caseyjones
EDIT: I thought my suggestion was a bit vague, so here's a quick example.
[/ QUOTE ]
yeah, as i said the lighting (and spec settings) are all temporary while i work on the modeling. and yeah, i do understand what you mean, but i am not sure if i can sqeeze out too many more polys after i replace the low poly wood supports with more complex pillars, but if i have some to spare i will consider doing that.
edit: i was just checking out your site. is it just my browser being weird or do you have no images under the 2d and 3d sections?
edit: looks very cool warby fur ftw
working on some carpet textures. This is the first one so far.
:
got baked tonight and refined some his form
[/ QUOTE ]
so THATS your secret!
They look like rock tongues dripping down the slope
[/ QUOTE ]
lol brilliant this is more a 'proof of concept' scene than something that will be used for anything so I'm going to finish up and continue, but I will keep this firmly in mind for future work thanks man
[ QUOTE ]
got baked tonight and refined some his form
[/ QUOTE ]
so THATS your secret!
[/ QUOTE ]
lol, I was wondering if anyone else used that 'technique'