I made a lil' tutorial on creating ivy (or any wall-centric foliage, really) for a scene I completed a little while ago. I buried it inside the old ivy thread in technical talk, and thought a few more people might see it here. Hope some people can make some use out of this, or post their own solutions.
Part 1 of 6, click on the image to jump to the post with the rest of the parts.
Nick and Kelvin, my homies, looking awesome. Makes me want to actually do some personal work myself..maybe this weekend will result in something, who knows!!
Loader looks bitching Wahlgren, nice job on that bake and low pol
after my not soooo fancy MG 42 I´ve started a new weapon, begining with a basic idea of the shape and some references with nice details I want to keep. The rest was added during the process of modeling.
This is the current satus:
Normal, Diffuse and Spec 4096Px - WIP, presented with Xoliulshader.
Some wire screens and pics of the textures will follow (fucking 768er-DSL, upload takes so long).
after my not soooo fancy MG 42 I´ve started a new weapon, begining with a basic idea of the shape and some references with nice details I want to keep. The rest was added during the process of modeling.
This is the current satus:
picture
Normal, Diffuse and Spec 4096Px - WIP, presented with Xoliulshader.
Some wire screens and pics of the textures will follow (fucking 768er-DSL, upload takes so long).
Replies
Turpedo - Sick texturing, I love the colors.
Thanks dude, yeah its self illuminated with a color map only.
I made a lil' tutorial on creating ivy (or any wall-centric foliage, really) for a scene I completed a little while ago. I buried it inside the old ivy thread in technical talk, and thought a few more people might see it here. Hope some people can make some use out of this, or post their own solutions.
Part 1 of 6, click on the image to jump to the post with the rest of the parts.
also, here's a link to the greater thread if you'd like to know more:
http://www.polycount.com/forum/showthread.php?t=64271
some great tips and examples in there from other people.
I'm absolutely fascinated by the Viewport of 3dsmax.
What do you think about it?
Nick Carver put me down for one. I have a ton of vinyl leaves on my desk.
Loader looks bitching Wahlgren, nice job on that bake and low pol
Jeffro - Thanks man and here ya go!
MartinH - Thanks dude I can't wait to see what you cook up .
finished up the high poly for the mp7, put it in its own thread
http://www.polycount.com/forum/showthread.php?t=83560
quick breakdown of the dirty technique used to "model" the cromlech stones above
... using GameStart3D as always
Swizzle, Nick super sexy as allways! love the proportions Nick!
An environment concept for a project im working on atm ;o
And yeah, i fucking love 2012's viewport 2.0! 9.6m triangles, AO and AA on 5 fps. Cool shit!
Rezorb, LOVE that concept!
Very nice concept! Love it!
Here is a speed painting, 2h7min. Theme was "The Monsters of Rock".
Vroooom!
Saved to inspiration folder
Yeah, DIAMONDS...SSSSSSSSSSSSSSSSSSSSSSS
FUUUUCK
after my not soooo fancy MG 42 I´ve started a new weapon, begining with a basic idea of the shape and some references with nice details I want to keep. The rest was added during the process of modeling.
This is the current satus:
Normal, Diffuse and Spec 4096Px - WIP, presented with Xoliulshader.
Some wire screens and pics of the textures will follow (fucking 768er-DSL, upload takes so long).
[ame]http://www.youtube.com/watch?v=j-C_t8t9aeM[/ame]
flipped the greenchannel? edges look messed up.
Like the concept and execution so far though.
Done some more work on my little scene in the past few days. Still quite a few things still on the list to do however :poly121:
some nice 2d stuff popping up in here so i'm trying to do some myself
Glutony and lust wip
moar!
@Nick Carver - That is freaking rad! My new background for sure.
Digging the Beretta switchgear, though some bits have some unneeded edgeloops.
I'd like to give it a shot (and put it in Fallout: New Vegas) if ye don't mind :poly142:
This one is a Navy MK18 Mod 0 with a very fancy render+post process
it is missing some details, features. It's still a wip :P