i rebaked this cause i finally know what im doing properly
The line at the top of the barrel isnt actually a seam, it's a 1px line i put on the bottom of my brdf to get rid of the weird dark dot due to the brdf not being clamped
I dont know if anyone knows what i mean. It just annoyed the fuck out of me.
Looks like you're still having some trouble on your hard edges? Seems like you're losing detail there. Hammer, end of cylinder, etc.
Scoob, i dig the face, but anatomy is way off in just about everywhere else. Pelvis feels stretched vertically, ribs don't look angled right, pectoral seems unnaturally log, breasts look flat from 23rds and squished from the front... Shoulders are really inconsistent with her muscular level everywhere else, and that neck, she seems to have serious spinal problems.
That is awesome Slum! Maybe it could be also used to generate simple black and white concept thumbs for DW!
Cool ani Virtuosic
@ ScoobyDoofus
Her Spine must give her huge pain! The upper body is bend much too extreme to the back and the neck too much to the front. Also the neck is still too long and connects too sharp to the head. Get some real side reference to get you back on track!
floor I'm working on. Based loosely off of Stefan Morrell's floor work. I wanted to ty my hand at baking a high poly object down to a simple plane. That's my plane with, with normal, some specularity, and a diffuse with ao(the colors aren't set, I was just looking at how the scratched/chipped paint look was coming along). Still a long way to go, but here's the high poly I made for it:
man i love that monster your making, his skin texture is brilliant
well i finished my spitfire this is a render from unreal 3
making a star wars scene for a friend next
Hey Adam, that's a great assembly line you got going there.
I'd almost like to see the camera more positioned more to the right. Where the tank would be more coming at me for more of a dramatic effect but that might cover up some of the nice details u got going in the backround.
Like i said, I can only assume its 'cause of my BRDF or something, because,
as you can see the issue isn't apparent up close
It may be a mipping issue, try adding more padding and seeing if it goes away? If you've got UV chunks really close to other chunks that could be a problem too.
i padded the 3ds max bakes with 64px and the xnormal ones with 32px, And there'd be no less than 4-5px between any cluster and i'd guess about 10 on average
I think it might just be this pixel i ran along the top of my brdf to eliminate a stupid artifact which appeared in the centre of lit areas because the brdf isnt clamped.
Popeye, that garbage bag texture looks kinda weird... I reckon just getting some photo reference from black trash bags and mimicking them, this looks like some kind of procedural texture right now.
the grunge on the lamp post goes up pretty high... have people been climbing high up on it and getting it dirty up there?
do you think you might get same results for the roof if you just used 2 tri planes and put separate pieces at the bottom trim of the roof? or are cuts like that more common when you have a depth to the roof? I havent see many projects with this... There was a barn posted a while ago "Barn WIP" i think the thread was called done in cryengine, looked similar, I think he used seperate pieces for the shingle trim... Does your roof have depth as well? cant tell...
Are you modeling interior or just the exterior?
Edit: current WIP, inner hallways from rich eccentric hunter... animal heads otw. also pillars and inset room are all stand in props...
After the stuff you guys have been posting lately, I'm ready to just play a whitebox version of your game. I won't be able to contain myself once you guys get everything textured and pretty.
Replies
Looks like you're still having some trouble on your hard edges? Seems like you're losing detail there. Hammer, end of cylinder, etc.
**click for bigger nekkid version**
obviously many areas have gotten nearly zero attention. WIP WIP blah blah.
good stuff though scoob i like the face!
Arms/hands remain untouched...
[ame]http://www.youtube.com/watch?v=nr-MngzsOyw[/ame]
sculpted base snow for now, going to probably use our game engine to recreate it in game
well heres the rough , and the low poly at the moment (still much clean up to do and baking of the maps soon )
http://vimeo.com/3524138
Cool ani Virtuosic
@ ScoobyDoofus
Her Spine must give her huge pain! The upper body is bend much too extreme to the back and the neck too much to the front. Also the neck is still too long and connects too sharp to the head. Get some real side reference to get you back on track!
floor I'm working on. Based loosely off of Stefan Morrell's floor work. I wanted to ty my hand at baking a high poly object down to a simple plane. That's my plane with, with normal, some specularity, and a diffuse with ao(the colors aren't set, I was just looking at how the scratched/chipped paint look was coming along). Still a long way to go, but here's the high poly I made for it:
Not great, but meh. I'm learning
doing these in less than 2 hours each, so really messy as you can see. Want to get faster so it's nice practice.
small update. changed some accessories. im gona try to do a vehicle for this guy this week.
well i finished my spitfire this is a render from unreal 3
making a star wars scene for a friend next
Like i said, I can only assume its 'cause of my BRDF or something, because,
as you can see the issue isn't apparent up close
I do indeed like it! Such a cool style.
a bit more work on my robot tank factory :P
I'd almost like to see the camera more positioned more to the right. Where the tank would be more coming at me for more of a dramatic effect but that might cover up some of the nice details u got going in the backround.
And a new quickie.
It may be a mipping issue, try adding more padding and seeing if it goes away? If you've got UV chunks really close to other chunks that could be a problem too.
I think it might just be this pixel i ran along the top of my brdf to eliminate a stupid artifact which appeared in the centre of lit areas because the brdf isnt clamped.
the grunge on the lamp post goes up pretty high... have people been climbing high up on it and getting it dirty up there?
Rest looks pretty good though! Good modeling
cool barn house,
do you think you might get same results for the roof if you just used 2 tri planes and put separate pieces at the bottom trim of the roof? or are cuts like that more common when you have a depth to the roof? I havent see many projects with this... There was a barn posted a while ago "Barn WIP" i think the thread was called done in cryengine, looked similar, I think he used seperate pieces for the shingle trim... Does your roof have depth as well? cant tell...
Are you modeling interior or just the exterior?
Edit: current WIP, inner hallways from rich eccentric hunter... animal heads otw. also pillars and inset room are all stand in props...
cooooooooooooool!
a bit more variation in the red gore would help immensely... yellows, purples in there (puss and veins :P) but still - cooooooooooooooooool
After the stuff you guys have been posting lately, I'm ready to just play a whitebox version of your game. I won't be able to contain myself once you guys get everything textured and pretty.
Johny> Nice!
Quick concept paint, refined it a bit today while I model it up...
Bad texture and lighting skills, bad!!
-Insert more singing of rubber duckies and bathtime here-
Yeah, fear that awesome bump texture!! Ok, normal maps would help greatly... buuut dunno how to go about it, since ZMapper is telling me to screw off.
I see what you did there :poly122:
Looks Good but i'm not digging the hair :poly121:
yeah its an ectoplasmic penis suit or whatever :P