Generic space marine with generic glowy bits and generic genericness all round.
I saved over the wrong PSD by accident and flattened my spec map so theres not going to be much more tweaking of that unless I can muster the energy to split it all up again... (I can't)!
Misterboogie: I really dig that model you got there!
More or less done with texturing my character. Now I just need to get the alfa in order and see if I can do something about the normal seam on her bra.
Planning to take it into xNormal and see how it turns out.
The swords are placeholders. Trying to figure out a design, which will be less clean. Not sure if I'll do the weapons in the near future. Got other projects to do.
I missed to put in the incadecence map. Hope that's okay.
orionburcham:
I would retopologize each rough element so that all the little sub-parts eventually become 1 clean mesh. ONce you have that unwrapping will be much easier and a cleaner job + also easier to read for the one painting on it.
Something i have been working in this weekend, for the "pokemon" minicomp at GA. It's not very pokemon, i know, but i wanna go after something more detailed :P
I fixed the k-bar texture, attached it to a quake 2 hand i modified for better deformation, and rigged it all up with a bones animation system and animated about 90 frames of an fps view cycle for the Brazen Quake 2 game. I think i did an okay job for my first time animating any attacks, in first person let alone at all, lol.
@ Racer445
very nice, - if I would have some freetime I'd test it out if I'd be able to get it running smoothly in flash. It has this micromachines flair I so like it
orionburcham :
I wasn't even thinking about normal mapping but just highpoly optimizing. These days when people hear retopo. they only think of normal mapping. But by retopolyzing your base mesh you can improve the model make it more clean- get out cleaner shadows in the rendering, have a single UV island.
In the past I saw some blurStudio videos where complex objects got retopologized over just to improve or fix the bas model for a movie or single rendering production.
My choise btw. would be either silo or polyboost for that job. some others:
Topogun beta
dRaster's NEX plugin for Maya
Latest 3DCoat beta
Headus' Cyslice
Luxology's Modo
Also check out the silo forums for great insight on such workflow: http://www.silo3d.com/forum/
overpaint, trying different rock styles for airborn.
This is just a ground piece of a ground-middle-top modular set, therefore there is no vegetation ontop...
looking cool garriola83, I wonder if your game playing skill is as good as your 3d (insert cheeky emoticon here) Might have to have a rumble sometime:poly142:
looking cool garriola83, I wonder if your game playing skill is as good as your 3d (insert cheeky emoticon here) Might have to have a rumble sometime:poly142:
haha....ahem
for sure, im game
<
theres my gamertag and such, but ive been playing megaman 9 just now, climbing up the charts on the speedruns
RenderDevil, I think you would really benefit from having some stronger color in your lighting, right now its really harsh and contrasty. the textures are pretty good but those roots add too much visual noise and it makes it hard to discern exactly what is going on. with a little massaging I think this will turn out awesome.
Commander Keen, that looks cool, is it just baked AO into the vertex color? that texture on the floor looks dope man.
The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.
Here's how my hummer is coming along. I still have the undercarriage left to do, so if anyone is sitting on some reference pics of that, it would be greatly appreciated!
Replies
I think for the most part this will be the final mesh, cholden said to try making the feet a bit bigger (stylized) so I'll mess around with that.
I'll be unwrapping and texturing this guy later in the week, still need to figure out what kinda style I want to try.
Generic space marine with generic glowy bits and generic genericness all round.
I saved over the wrong PSD by accident and flattened my spec map so theres not going to be much more tweaking of that unless I can muster the energy to split it all up again... (I can't)!
Nice
More or less done with texturing my character. Now I just need to get the alfa in order and see if I can do something about the normal seam on her bra.
Planning to take it into xNormal and see how it turns out.
The swords are placeholders. Trying to figure out a design, which will be less clean. Not sure if I'll do the weapons in the near future. Got other projects to do.
I missed to put in the incadecence map. Hope that's okay.
I would retopologize each rough element so that all the little sub-parts eventually become 1 clean mesh. ONce you have that unwrapping will be much easier and a cleaner job + also easier to read for the one painting on it.
Something i have been working in this weekend, for the "pokemon" minicomp at GA. It's not very pokemon, i know, but i wanna go after something more detailed :P
i would love to see this as a flash game
indecom, i made a new road texture. i decided to do it all in sort of the style of sega am2's games.
very nice, - if I would have some freetime I'd test it out if I'd be able to get it running smoothly in flash. It has this micromachines flair I so like it
orionburcham :
I wasn't even thinking about normal mapping but just highpoly optimizing. These days when people hear retopo. they only think of normal mapping. But by retopolyzing your base mesh you can improve the model make it more clean- get out cleaner shadows in the rendering, have a single UV island.
In the past I saw some blurStudio videos where complex objects got retopologized over just to improve or fix the bas model for a movie or single rendering production.
My choise btw. would be either silo or polyboost for that job. some others:
Topogun beta
dRaster's NEX plugin for Maya
Latest 3DCoat beta
Headus' Cyslice
Luxology's Modo
Also check out the silo forums for great insight on such workflow:
http://www.silo3d.com/forum/
Yep, it's a modo render, a shader with SSS and cavity.
some kind of crazy animal? wtf is it??
That "Ambient colour" texture is that this same as a light map?
painting is fun
Damn now I have the Super Mario Bros song playing in my head...
the brothas
the brothas
the brothas
A quick doodle, need to make him look like he means SRS BSNS at the moment hes looking a little faggoty. Forest king sorta geeza;
overpaint, trying different rock styles for airborn.
This is just a ground piece of a ground-middle-top modular set, therefore there is no vegetation ontop...
for sure, im game
<
theres my gamertag and such, but ive been playing megaman 9 just now, climbing up the charts on the speedruns
All feedback is appreciated, thanks..
Commander Keen, that looks cool, is it just baked AO into the vertex color? that texture on the floor looks dope man.
your porco rosso stuff has been an inspiration for me
Porco Rosso has always been my favorite Miyazaki film.
And Airborn is looking rad!