Okey, thought of throwing up some school assignemnts and personal stuff here.
I'm a first year student at Playground Squad, Falun - Sweden. So hopefully their will be some progress going on here (:
Staring of with this, working with this for two days now. A half day went to finding refs :poly122: The barrel is kinda crazy support edged right now. It's a S&W 629 Stealth Hunter.
Replies
This was also a school assignment to do a HP-LP, bake it and texture it. The choice of what object to do was free, but it had to have two materials and both hard and soft shapes. So, a gun
kostas cgfx shader - maya viewport
Aha so you use our teachers shader too hehe:D Cant wait to see your final piece.
Soooo, found a cool concept over at Massive black that i liked, stared out with some id
For the mushroom piece, you can definitely get much more color in there. That, in my opinion, is what makes the concept so great. Very painterly colors, yet very vibrant and out there.
The mushroom scen is just a abandoned project. Lost the spark and ran out of time. It was a really good UDK training though.
Here's the second char by me
Here's a vid to
[ame="http://www.youtube.com/watch?v=q2B02jGhMZw"]http://www.youtube.com/watch?v=q2B02jGhMZw[/ame]
Details in the normalmap and some diffuse testing
Swedish game competition? You mean Swedish Game Awards?
@voff ofc i do
I've done a base metal diffuse and started to work a bit more on the barrel. The ambient occlusion that's on is a failed bake from Xnormals that will ofc be updated. The diffuse also work as a spec for the moment. Using Kodde shader 0.6.
S&W 629 Stealth hunter - 2966 tris.
You should play around a bit more with the lighting imo.
From the changelog.txt in the 0.7 version:
**Changes in v0.7 since v0.6**
-Newer Rim Light feature introduced in v0.6 was inferior to how it worked back in v0.5 so I decided to revert back to v0.5 implementation.
Their will be more (:
Better colors? :P
Finals on the revolver.