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Challenge #19 Halloween goes low poly - GuranGa

GuranGa
polycounter lvl 18
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GuranGa polycounter lvl 18
Almost the first post I post and it's the first time I Uvmapped and textured hope you like it... Dont know how to call this thing and I still dont know about the texture.
Trianglecount: 226
Uvmap is what it must be: 128x128

frontview:
http://img452.imageshack.us/img452/3940/frontwire1fo.jpg
backview:
http://img456.imageshack.us/img456/7858/backwire0ub.jpg
3/4view:
http://img456.imageshack.us/img456/5733/perspectivewire2oo.jpg
Texture:
http://img456.imageshack.us/img456/7537/uvmapmonster7el.jpg

Stil one question how to make a alpha map I know the principle but I dont know how to use it.. ( I use max )

Replies

  • Slum
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    Slum polycounter lvl 18
    Not bad. The model looks nice, although I'm not sure what he is. Demony thing, maybe? :P The texture could use some work, but its a good start. Be a little smoother with your shadows. You don't really have to watermark your texture maps around here, nobody will steal it.

    As for alpha maps. You know the principles of alpha, i.e. black is transparent, white is opaque?

    With that, you have two options for applying your alpha map in max. You could use an image format that supports alpha channels, or a seperate image.

    I always go with using a seperate image file, but some might say that's not the best way to do it.

    For that, you would add a bitmap to your opacity map in Max, by clicking the little grey box next to Opacity in the material panel. Select bitmap, then find the seperate image you created for the alpha map.

    Go to the top level of your material and check the little blue checker box, "show map in viewport". Also, for good measure, check 2 sided. That will disable backface culling with the material at render time. For the viewport, close out of the material panel, right click your object and choose properties. Uncheck 'backface cull'. That should show your alpha map with 2 sided polys in the viewport.
  • GuranGa
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    GuranGa polycounter lvl 18
    Thank you some mutch it worked, as for the texture im going to dool arowed, think I'm going to give it a compleet new look
  • GuranGa
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    GuranGa polycounter lvl 18
    I finaly know what I'm going to do with this creature..
    I'm making him sum sort of lavaman, made a little scene
    how its going to look stil need to texture and Uvmap the enviroment and item (the thing in his hand, a pole with flames on both sides) maybe give him a compleet new item.
    oh jeah the transparent white planes you see will be smoke because vulcans are hot... growl uhmzz kuch.. here


    http://img499.imageshack.us/img499/5084/lavaversion1zm.jpg
    http://img496.imageshack.us/img496/3280/compositionscene3kx.jpg

    Edit - Update

    I made a update since no one replied on my post
    here it is.. little strugle with the vulcano texture but I'm getting there... slowly Hoping that I'm getting there in time

    http://img474.imageshack.us/img474/8116/wipscene1pd.jpg

    -Guranga
  • Zergxes2
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    Zergxes2 polycounter lvl 17
    Nice scene! I cant help but thinking that if the lava side of the volcano was mapped larger you would get nicer looking flows. The indents look great though, good lighting. I like the camera angle on the previous pic.
  • GuranGa
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    GuranGa polycounter lvl 18
    Made a update since this tread is dieing
    Made the character a girl thats been captured by the lavaman
    (King Kong style)Made a item for the monster its suppost to look like a lava rock (still working on that) But I'm almost getting to the end of the line... Annnny way...

    composition8hq.jpg


    scenewip7gf.jpg

    Going to bed, Uvmaps tomorrow
    -Guranga
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