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RobG get a thread.. stop making me hunt to see this stuff!
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I second that
Annnnd. Thanks for posting the "flats", definitely a different approach..but the results are amazing. Not exactly sure how you avoided stretching, but it's still badass.
Slipstream - nice style and colors with that character. Do you go to the Art Institute of Atlanta? Coincidentally I think I saw you working on that character in Lab one day. I really like the character, it reminds me of some random Japanese video game icon
Master_v12:: lookin' good, cool style, some of the wrinkles on the torso and arm might be a little too overboard, but so far so good.
workin' on a new scene, 9,000 polys so far, still working on the lighting and some textures, been having issues with my monitor so it might be coming out darker than I think it is.
hehe it really does, i promise you, it looks retarded without it, and i can't really do anything about the texture size, it was in the mission specs. They wanted 1024 maps, i have no idea why.
man, there's twice as many wheelbarrows here as there were last time..winterlord, lookin' good, Hex, agreed about the normal mappage on the wheel, if it's there, it could use some enhancing.
Update from me, headed towards the finish line, I think..
oglemeanimations , perhaps the walls should be lighter than the floor. this would separate the two( or make the floor darker). They seem to blend together as it stands. Gnerally i think more contrast is needed.
hey ogle, i almost think it was better before.. a little bit easier to read, actually. i think that it would help to have more contrast, but i think the objects themselves need to be separated more. i dont really know what to look at right now, my eye kinda goes everywhere without any clear boundaries. it looks like you've got all sorts of great stuff in there and it would be great if it tied together a bit more.
i hope you don't mind, i did a quick shitty paint over.. i framed the center with a bit of darkness and accented that with a color shift from cool to warm. it would help to change the focus so that something curious was happening with that figure but I'm getting a little too much involved with your work at that point haha http://www.jerkobots.com/temp/paintover.jpg
Neo: Yeah, no offense man, but it's pretty messed-up, even the logo reads backwards and the bump is a little crazy, I bet you can do better, update!
Snake: good start on the statue.
John:: Thanks for the paintover, helped me re-analyze some stuff, hopefully it is more balanced now and the lighting is better.
- tried to improve the shape
- removed the noise on the normal map, smudged some areas
- added a little bit of grunge to the black plastic
- fixed the mirroring
I'm not sure what exactly is wrong with the normal map, could you explain it to me?
NeoShroomish: I always thought that mouse was more of this shape:
I'm assuming you have one there since you're modelling it and using photo reference - if you want to get the shape right, just go to a side ortho view, and look at the real mouse... you should see it's nowhere near as long, and has more of a definite shape - like a slope up, curve at the top/back, and a sharp slope down.
finally managed to find some free time to work on my steampunkish wagon/train again
just diffuse and opacity maps so far,2x1024 maps in total(is this overkill?)
Wow, that is looking really nice man, The textures are rich and add a nice feel to the whole cabin.
2 1024 aint bad...If you are using pretty much the same 2 textures on the whole train, then thats even better, Just pretty much depends on the amount of Unique textures the engine has to load for your environment. Thats alright I'd say for the amount of unique things their are, but You prbly could have gotten away with 1 1024 and 1 512 and it would have been fine. Nice work none-the-less. Keep us posted
I just googled enzo and found the site, looks like an awesome program, lets us know how it works out for you, I think I might have to go DL the trial now..
Sheesh, prior! Your texture compliments your model like nothing else. So enzo works? I think I'll grab that then. You've sold it to me.
As for me, I'd LOVE to finish something, for once in my life, by the end of this year. I think I might want to see this one through. Any suggestions on what should be changed?
Replies
RobG get a thread.. stop making me hunt to see this stuff!
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I second that
Annnnd. Thanks for posting the "flats", definitely a different approach..but the results are amazing. Not exactly sure how you avoided stretching, but it's still badass.
Thrilho!
Some minor hair tweaks needed on the alpha, but basically finished.
RobG love your stuff man, painting ftw
ben
benregimbal.com
that is cool metal thing!
eh, wip...
*bows head in shame*
JUST
GODDAMMIT.
I envy you like felines envy THUMBS
workin' on a new scene, 9,000 polys so far, still working on the lighting and some textures, been having issues with my monitor so it might be coming out darker than I think it is.
Don't ask me what that is :P
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Thats kinda cool, but why does it have a claymore mark in the middle?
It can also be a world of warcraft "the light" mark, they are both the same
1372Tris
oglemeanimations Thats gonna look really good once you get decent lightning!
Also texture size could be cut in half.
Love that goblin, that's gotta be the sickest helmet I've ever seen! I wanna see a good posed pic when you're done, you should make a scene out of it!
Update from me, headed towards the finish line, I think..
i hope you don't mind, i did a quick shitty paint over.. i framed the center with a bit of darkness and accented that with a color shift from cool to warm. it would help to change the focus so that something curious was happening with that figure but I'm getting a little too much involved with your work at that point haha
http://www.jerkobots.com/temp/paintover.jpg
as for me, i'm just doodlin.
lols
by 4x512 I mean diffuse, spec, normal and gloss.
Snake: good start on the statue.
John:: Thanks for the paintover, helped me re-analyze some stuff, hopefully it is more balanced now and the lighting is better.
- tried to improve the shape
- removed the noise on the normal map, smudged some areas
- added a little bit of grunge to the black plastic
- fixed the mirroring
I'm not sure what exactly is wrong with the normal map, could you explain it to me?
I'm assuming you have one there since you're modelling it and using photo reference - if you want to get the shape right, just go to a side ortho view, and look at the real mouse... you should see it's nowhere near as long, and has more of a definite shape - like a slope up, curve at the top/back, and a sharp slope down.
just diffuse and opacity maps so far,2x1024 maps in total(is this overkill?)
linked for hueg image
http://img50.imageshack.us/img50/8253/interiorlq0.jpg
Wow, that is looking really nice man, The textures are rich and add a nice feel to the whole cabin.
2 1024 aint bad...If you are using pretty much the same 2 textures on the whole train, then thats even better, Just pretty much depends on the amount of Unique textures the engine has to load for your environment. Thats alright I'd say for the amount of unique things their are, but You prbly could have gotten away with 1 1024 and 1 512 and it would have been fine. Nice work none-the-less. Keep us posted
just finished uvs and normals :P 1592 Tris. quick mockup texture ofcourse.
I am totally check'n this out!
and bloody awesome, pior!
Winterlord, there's a thread on Enzo in the technical talk area
[baaahhh too slow...]
edit: Gotta quit for a bit, but couldn't resist blocking in a better mouth
Having fun with Enzo, that photoshop projection paint thing that now works!
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FUCK!
i think i just had an aneurism but somehow i can still type to tell you this shit rocks!!
Enzo Site
Edit:: I am a douche...there's like 5 posts above with info about enzo in them...duhhh.
As for me, I'd LOVE to finish something, for once in my life, by the end of this year. I think I might want to see this one through. Any suggestions on what should be changed?
Gonna stop on this, for now, I guess.