katzeimsack
Great character. The cat's expression is priceless, obviously he doesn't enjoy the grunt work.
LOL Swizzle, that's awesome. I have to make a blue sign for my map since the blue electric is skybox only. Thinking something like 'blu bottle brewery' or blu barrel??? not sure at the moment.
Nah, not really. Somebody said "Hell's Bells!" with a pretty thick southern accent and my brother said that'd be a great name for a feed store. Thus...
lol. drillerkiller that monkey on the head is hilarious.
this is a self portrait sketch i did in photoshop. an hour maybe a little more. i dont know.
proportions could be off. i dont know. but it looks almost exaclty like me, which im proud of because every other self portrait ive done hasnt. i havent drawn since forever.
Moar signage! I'm not sure if I should put a couple more cuts in the neon tubes yet. On the one hand, they do look pretty chunky, but on the other, the sign's going to be well above the player's eyeline on top of a building.
Mefix: If you can't add Ambient Occlusion to your diffuse, you should at least add some vertex-lighting. It would make the whole thing look a lot better
swizzle, that looks good, yeah it'll probably be fine from a decent distance, but inquiring minds want to know;
any reason other than texture space, that it wasn't baked in to the texture sheet instead?
swizzle, that looks good, yeah it'll probably be fine from a decent distance, but inquiring minds want to know;
any reason other than texture space, that it wasn't baked in to the texture sheet instead?
I was going to do a plane that intersected the letters and was transparent except where the neon should be, but it's currently not possible to do self-illumination and transparency on the same model in Source since they both use the alpha channel of the diffuse texture. I suppose I could just paint the neon onto the inside forward-facing parts of the letters, but that doesn't look as cool.
Well I finished my Norman Rockwell Redos this weekend. Had a blast doing it and I'll probably do something like this again after I get another batch of characters done. Here's one of my favorite ones. The rest are up in my digital sketbook HERE.
Cheers!
Helixx - Nice work man. However, i'm sorry, this is one of my pet peeves of mine. When placing an object into some place not of origin, it creates a much better convincing illusion when the black and white levels match up. Say your rock guy on the dinner plate, his blacks are much much darker than the illo. I see this kinda thing happening alot in 80's movies and music videos.
OzMa: you might want to read up more on DS specs to get a more convincing look
for instance.. the screen resolutions are 256x192, not what you have right now.
also make sure the second screen actually shows some sort of use.. like an inventory or something
DS also doesnt have anti-aliasing so you want to turn that off
and pay attention to how big your textures are and how textures commonly look on the DS
have you searched for reference screenshots yet? if not, do so, they're very informative
Thanks for the advices. I made the video a little more big than the DS resolution just for the preview. For the final result i will make it in his exactly resolution
By the way, anyone know how to completely disable anti aliasing in maya? I try with low quality edge anti aliasing and " Nearest (Unfiltered) " texture filtering in the texture node and i still get it.
Time ago I see a thread that contains a little script to disable it but i don't know where it can be...
AO and Normal Maps made in xNormal. Shot taken from Max's viewport. Poly count sitting at 668. Going to optimize a bit more, clean up the UVs than on to the diffuse and spec maps.
Replies
Great character. The cat's expression is priceless, obviously he doesn't enjoy the grunt work.
LOL Swizzle, that's awesome. I have to make a blue sign for my map since the blue electric is skybox only. Thinking something like 'blu bottle brewery' or blu barrel??? not sure at the moment.
Haha very funny!
Nice sculpting onionhead_o
Ha ha, really cool bust Daniel, is it from anything?
this is a self portrait sketch i did in photoshop. an hour maybe a little more. i dont know.
proportions could be off. i dont know. but it looks almost exaclty like me, which im proud of because every other self portrait ive done hasnt. i havent drawn since forever.
bloody aweosme drillerkiller - ahha i remember tht movie
Fart fart fart:
Dynamite pack, yey.
any reason other than texture space, that it wasn't baked in to the texture sheet instead?
I was going to do a plane that intersected the letters and was transparent except where the neon should be, but it's currently not possible to do self-illumination and transparency on the same model in Source since they both use the alpha channel of the diffuse texture. I suppose I could just paint the neon onto the inside forward-facing parts of the letters, but that doesn't look as cool.
More work on my forklift. 3 skins now, modelling is done, tex has a little to go. Smoothing groups done, etc..
looks great, real nice
Fak it, Im starting a thread for this project
oh yeah:
Sweet texture you got here erik. :thumbup:
http://www.cubeupload.com/files/bfc200mac11shaded.png
Warning large image.
Cheers!
Freedom To Want
still working on that tutorial model:-
This is something I've working for too long now:
Heres a little quick example of what im saying.
Anyway, just my two cents :>
I show a Next gen Face make with maya and Zbrush (Real time render On Shiva)
Thanks for the advices. I made the video a little more big than the DS resolution just for the preview. For the final result i will make it in his exactly resolution
By the way, anyone know how to completely disable anti aliasing in maya? I try with low quality edge anti aliasing and " Nearest (Unfiltered) " texture filtering in the texture node and i still get it.
Time ago I see a thread that contains a little script to disable it but i don't know where it can be...
Help apreciated :thumbup:
wipwipwip