Awwwwwww shit. Now these pants need a dry clean. I have no chance up against that shit. Oh well, will continue anyway to improve my (deplorable) skills.
For some reason when I see the back end of that craft, I can't help but think of a beaver lifting it's tail to take a dump.
"Starfish Effect" in full force, there :P
lol, thanks for the kind comments everyone, taking a second look at it today there's a bunch of things I wanna hit up before it's "done" I'll also post some progress pics of it. I tried a work flow I'd been using at work where instead of sketching in photoshop I do a quick sketch in zbrush and just model around it.
Here's the highpoly model in .max form if anyone wants to check it out, it's nothing special but i figure some people might be interested. It has my highpoly max mesh and my initial zbrush sketch.
hmmm, i think i built the top section as one piece, and put a shell on it, then i just selected the edge i wanted to have the cut in and hit split, then added edge loops and turned edge constraint on my move and slid the new edge loop near the corner of the cut to make it sharp where i wanted it.
Havent had a lot of time, but i squeezed out an updated texture and some varients, a bit of a nicer shader too although a bit more than i'd expect on the wii
The specular is a mixture now, it still uses the specular map as a hue shift and brightness but it's broader and now there's a uniform white highlight on top of everything to look like a clear coat.
nice thanks for this, you inspired me to work on a specular colour map with your stuff here and in the pimping section, I usually just used a grayscale map but now I see the benefits of colour! thanks
Thanks a lot for sharing the models, tinman. That actually helped me a great deal. I have always struggled with the high poly work, since I always ran into problems with pieces subdividing when welded together. Seeing how you got everything intersecting, and the map still renders properly, really helps. Just by seeing the actual example first hand, my understanding of it is far better now.
i actually wanted to suggest more damage to the nose, texture-wise. just thinking, that there'd be more wear up there cuz of the high-speed..... 'travel'.
real great work though. the racer is looking super, and i lover ur 'bullshot' lol.
Replies
Fucking top knotch
Really nice stuff as always Tinny
For some reason when I see the back end of that craft, I can't help but think of a beaver lifting it's tail to take a dump.
"Starfish Effect" in full force, there :P
I really need to practice high-poly efficiency.. For my comp's sake
....i hope that makes sense
Alex
love the first render's colour scheme
Could you maybe post that mesh in obj format? I guess it's a max9 file atm since I can't open it. I'd love to have a look!
http://mutantspoon.com/tools/fzero_mutantspoon_obj.zip
http://mutantspoon.com/tools/fzero_mutantspoonPSD.zip
Great work, btw. Love the racer
-caseyjones
i actually wanted to suggest more damage to the nose, texture-wise. just thinking, that there'd be more wear up there cuz of the high-speed..... 'travel'.
real great work though. the racer is looking super, and i lover ur 'bullshot' lol.