MikeF, There are a few more things I need to do, such as rendering the lightmaps through the editor instead of at the beginning of gameplay. I will release something when thats working correctly.
Looking for some quick feedback before I call it quits on this thing, very brown
Edit: Thanks for the feedback Adam, and about the swastikas, shit! the jig is up
I added some shadow cards below the legs of the tables and stools aswell as the tableware and in general just bumped up all the ambient occlusion bakes up a little.
Edit2: Darkened the wood on the tables and stools as it was abit hard to see.
Snowfly, adam, Warriah and alexl fantastic work all of you! actually adam that is really really nice.. people keep reminding me that ive gotta do high poly stuff damn its so painful
I'm working on updating the alpine tileset in TF2 with snow textures for a map I'm working on. I'm aiming to have it look like it's late winter or early spring and just coming out of snow with all the ice melting. Should have a lot of dripping icicles and other stuff to complement it. It should go open beta in a couple of weeks, so I'll post screens once it's looking decent.
This is just a small environment mockup to make sure stuff looks good.
Hi everyone! I am new to this site and hope to gain some tips, tricks, and advice about my 3D modeling and discuss some projects that I would like to work on. I hope to post some screens of my latest work very shortly. Critical comments are welcome!
Transition between Grass and rock textures on the little cliffs is a bit harsh.
This is my only crit for now Can't wait to see the map when it'll be bigger; I really like this alpine tileset
Been working on this for the last 2 days. . the eyes are really bothering me. . they feel too alien-ish and not very feminine which is what I'm trying to achive. .
heres a head i put together for some fun, not sure about the nose though.
low poly export on the left. would have been lower poly if i didn't accidentally delete the subdivision. Base model on the right which i took into zbrush.
A little update on the Unity lightmap renderer. I got in-editor rendering and material handling figured out so its almost at a useable state. Its still rather slow though, this scene takes about 1 minute for a full rebuild with 4,500,000 total raycasts.
Are you writing this all inside Unity w/ C# (no source)? I hadn't thought this kind of add on was possible. Are the baked lightmaps atlased combining smaller objects into one large map? Can the shadow quality be improved? Looking really sweet!
Yes, its all in Java. There is one lightmap per mesh, even if it has mulitple materials. The quality settings are adjustable on each object and I will probably put muliplyers on the lights.
Starting working on facade segments (5x5, 3x3) that will piece together to make various versions of this building. Getting the framework laid out now then will detail it I guess. Gotta jump over to some photoshop work though this afternoon first.
hey neox , well i usually do it with the eyes open, but wantd to try with the eyes closed just for the sake of it
This is something I've been self-debating for awhile now. Its important to have great forms for when the eyes are open which is the majority of the time but...all my lids look like ass when closed. So...do I sculpt with half closed lids?
Replies
Looking for some quick feedback before I call it quits on this thing, very brown
Edit: Thanks for the feedback Adam, and about the swastikas, shit! the jig is up
I added some shadow cards below the legs of the tables and stools aswell as the tableware and in general just bumped up all the ambient occlusion bakes up a little.
Edit2: Darkened the wood on the tables and stools as it was abit hard to see.
Texture Flats Here
EDIT: I totally found a Swastikia, you racist.
(I'm joking).
That it is. Sorry, my brain tends to mess up after being awake for a while.
add me to list for that as well! Baking inside of Unity would save a truck load of time!
Cheers!
did a quick sketch inspired by samsonreaper!
Really sick Alexl!
Stilll a few weird artefacts to sort out
Awesome, i would like to also be added to the list of wanting
max viewport - normal + ao
-N!
I'm working on updating the alpine tileset in TF2 with snow textures for a map I'm working on. I'm aiming to have it look like it's late winter or early spring and just coming out of snow with all the ice melting. Should have a lot of dripping icicles and other stuff to complement it. It should go open beta in a couple of weeks, so I'll post screens once it's looking decent.
This is just a small environment mockup to make sure stuff looks good.
Happy modeling!
This is my only crit for now Can't wait to see the map when it'll be bigger; I really like this alpine tileset
Very awesome use of style angle and color - for some reason it reminds me of that french film "Dante 01".
-N!
Calling this done now, time to move on to a full environment
heres a head i put together for some fun, not sure about the nose though.
low poly export on the left. would have been lower poly if i didn't accidentally delete the subdivision. Base model on the right which i took into zbrush.
final product.
It's a bit big.
rooster that kicks ass as well i like the blunt strong strokes , nice man
frogfish and brandoom , be sure to look at refs ALL teh TIEM.
a little progress made
after months of not doing anything 3dwise (except at work), i decided it was time to start working again. some highpoly crate action:
Are you writing this all inside Unity w/ C# (no source)? I hadn't thought this kind of add on was possible. Are the baked lightmaps atlased combining smaller objects into one large map? Can the shadow quality be improved? Looking really sweet!
did you do the closed eyes because you wanted to try it or is it your normal workflow now?
pretty easy to do i have a nice technique inside modo to make that text
Like 10/15 minutes per letter.
EDIT: Wow, didn't realize how shitty this pic looked. Oh well...
10-15 minutes? Hmm, I think you could do it in about 2 minutes in Max...
What is it about modelling that which takes so long?
edit: my bad, just tried it, actually took 5 minutes
typical zbrush doodle garbage
or because hes portuguese
owait
This is something I've been self-debating for awhile now. Its important to have great forms for when the eyes are open which is the majority of the time but...all my lids look like ass when closed. So...do I sculpt with half closed lids?