Hazardous - That looks Amazingg. Your textures never cease to amaze me.!
Just chugging along with this small pirate prop thing my first time 100% hand painting Sword is just a placeholder for now as it is a revised version of my attempt at the 3D Motive tutorial and the canon still needs to be actually textured that was just a mock up in PS
Any crits would be awesome
I don´t know what to do with the rest of the texture space. The Model itself is mapped without distortions and equal space for every part. I fear I might get seams when I scale some parts. Either I try scaling, add some geometry/objects or... I just call it done.
I´m not sure about this. Of course I could scale some parts to fill the whole space, but then the texture gets different qualities for the different parts. rigt now, everything is quite equal.
I could not manage to fill the whole square without scaling the parts.
well, what i mean for about organisation is that you need to make each part that would not have distorsion and make if possble squared or rectangular. there how you should try to do :
What you showed will only work if the model has quad shaped polies. Till now thought it is more important to keep the textures unstretched (checker texture to check this) than to have a "nice" uv layout. I´m not painting textures in Photoshop. It´s baked Polypaint from Zbrush.
Would you really try to get to your first, green version even if textured become stretched?
I tried to read up to the thread so far, it's already too much ehehehe
I took a break to learn DRAWING! And my 3D is a bit better, maybe it's more due to my resolve having grown. Anyway,
so far more accomplished than most my stuff! Looking forward to rigging yay!
Hi polycount!!, i just finish my Space armor combat Libertaria-027 !!!!! The armor have 14972 tris and use 2048x2048 difusse, normal , spec and glow maps. The hammer have 586 and the base 451 tris , both use 1024x1024 difffuse, normal and spec maps. The final render its with Marmoset and the focus lights added with photoshop. Thanks for following !!! http://danielorive.blogspot.com/
C86G : of course it's alway important to keep the checker unstretched but it's more useful that the checker would follow the patch like this :
the advantage of this trick is that you will not notice the distorsion of pixel that you can occasionnally noticed in the game that use 256² texture. no only that, you can know here exactly the bodypart is and you can easily edit the texture this way.
@Hboybowen, Impala, Alphavader, thanks! It's rendered in Marmoset with a pretty simple setup. That program never stops amazing me. The purpose of making this mace was to show a few friends how to go about making textures for their models, if anybody is interested its here, comes with the lowpoly model, my textures, and a PDF walk through.. pretty simple stuff though, im no pro
gilesruscoe - NICE! One little nit pick, the idea of scratches on the ball is amazing but those scratches don't seem to fit to me for some reason other than that though.Amazing.
awesome stuff everyone, this thread is so inspirational right now
Things have been hectic for me lately - an art test for an internship at Plumbee in London, assets for a royal navy training simulation, a motion-tracking game for the BBC olympic big screens, and models for a CGI film all on the go all at once. I've never worked this hard before, but it actually feels great to be getting shit done hopefully I'll post some of this stuff up if NDAs allow
This thread never fails to impress. Great work everyone.
Simple suggestion, curve and offset the ends of the spikes both left and right, so it isn't just a straight line when its viewed from the side. I'll give it a more interesting silhouette.
Been working on this guy for a Unity game project in one of my classes. The player is an archaeologist that uses questionable methods, namely bombs, to explore caves and find treasure. (This is a render from Blender, not Unity)
Also a Concept and WIP for the main boss. He's at about 1000 faces right now which is a little higher poly than I was intending to go and there are still quite a few accessories I wanted to add to him (crystals) and he doesn't even have hands yet. Not sure what to do with the topology of his muscular arms either as this is my first try at a burly character. His hat is not yet attached to his head which is why the polys look a little strange there. The edge renderer is also doing some weird stuff in the image.
kriscrash - Nice character! tacit math - awesome dewdles as usual choco - those are some sexy rocks! funky bunnies - I like that head, his neck looks a lil skinny to me though
it's impossible to keep up with this damn thread,lol.
If 2012 really is the end of the world I dont think i'll mind, cause this thread looks like it'll go down as the best in history.
Rendering some nicer shots of sculpts for my portfolio.
Suburbbum - that is so kickass man !
If I may, the cloth looks a bit like metal to me with the strong highlights, would be nice if the shading was softer .. would help add variation in the materials, what do you think ?
Lurking on the forum for some time trying to soak up as much knowledge as i can, I'm at a point where I don't find things I create complete shit (while I still throw my screen out of the window in unsatisfied anger). Time to get my crap on the internetz and get ready for some good oldfashioned ass whooping !
2 zbrush sculpts of characters that i would like to go together ( some kind of fantasy mail delivery character on a dragon mount)
Posted a previous WIP in the lowpoly thread, but I dunno if it qualifies. :P 1202 tris right now, will increase a bit as I add a few more hair planes and his whip. Texture is a 512 now, planning to go with 256 with 1-bit alpha for the hair and torn sleeves in the end.
Quick question: How can I make textures display unfiltered in Max? I've tried checking the 'none' box for filtering under the settings for the texture file, but it doesn't seem to do anything.
Some of you might remember this little dungeon scene I posted awhile back. I'm still hashing it out, but I figure it's overdue for an update.
More to come
Sayanora Oh god that is beautiful! Really nice!
Choco I love those rocks, some of the best I have seen in a while!
I have changed the colours because the blue I was using before was just horrible! I have also made the spec map and I think it looks ok but any crit would be awesome!
@SaferDan - Your colours look great, but I'd suggest that you make the accent colour yellow rather than red. I'm not sure what the vehicle actually IS but it looks like something you'd want to warn people not to get in the way of (not to cause offense, but the first thing I think of is a street sweeper), and a dull red like that wouldn't do the job; think black and yellow hazard stripes.
Your texture has a little too much 'soft dirt' that looks like the cloud filter. This gives the impression that you have a bad normal-map bake or that the material is soft. Try to tone this down, and see how it looks it might help a little.
Replies
Can you PLEASE stop teasing us and just drop your load already?!? Fuck man...
Just chugging along with this small pirate prop thing my first time 100% hand painting Sword is just a placeholder for now as it is a revised version of my attempt at the 3D Motive tutorial and the canon still needs to be actually textured that was just a mock up in PS
Any crits would be awesome
your uv map need to be reorganized because it seem that you waste too much space, try to look at this uv map example that you can use as reference : http://firstkeeper.deviantart.com/art/Pyro-Asari-Constraction-Shot-128839405 or still this one : http://firstkeeper.deviantart.com/art/Demon-Chaser-textures-194692719
I could not manage to fill the whole square without scaling the parts.
also, you can take a look on the SDK that you can find there : http://www.polycount.com/forum/showthread.php?t=81829 or http://www.polycount.com/forum/showthread.php?t=69806&page=12 or still http://www.polycount.com/forum/showthread.php?t=51132
as you can noticed, these uv map are well organized and optimised for to make a good texture map.
Would you really try to get to your first, green version even if textured become stretched?
Correct me if Im wrong ; )
meow I like..
MOAR!
Wicked cool, man!
the advantage of this trick is that you will not notice the distorsion of pixel that you can occasionnally noticed in the game that use 256² texture. no only that, you can know here exactly the bodypart is and you can easily edit the texture this way.
Here's an update on my "mech thingy" project. Shameless cross post.
Also if anyone knows anything about weapon coding particularly all things custom especially animations, i'd really appreciate it!
Edit: UDK coding btw
Project thread: http://www.polycount.com/forum/showthread.php?t=92643
Old or new?
hehe like it.. shiny deadly thing
in what is it rendered ? udk ?
@Hboybowen, Impala, Alphavader, thanks! It's rendered in Marmoset with a pretty simple setup. That program never stops amazing me. The purpose of making this mace was to show a few friends how to go about making textures for their models, if anybody is interested its here, comes with the lowpoly model, my textures, and a PDF walk through.. pretty simple stuff though, im no pro
http://dl.dropbox.com/u/14324914/New%20folder/Texturing%20Mace%20Tutorial.zip
gilesruscoe - NICE! One little nit pick, the idea of scratches on the ball is amazing but those scratches don't seem to fit to me for some reason other than that though.Amazing.
@gilesruscoe Thanks for that! Was just about to ask for flats and stuff. :P
I've been mostly working on polishing up this portfolio piece a bit before I start applying to some internships for the summer. :}
Things have been hectic for me lately - an art test for an internship at Plumbee in London, assets for a royal navy training simulation, a motion-tracking game for the BBC olympic big screens, and models for a CGI film all on the go all at once. I've never worked this hard before, but it actually feels great to be getting shit done hopefully I'll post some of this stuff up if NDAs allow
Simple suggestion, curve and offset the ends of the spikes both left and right, so it isn't just a straight line when its viewed from the side. I'll give it a more interesting silhouette.
Been working on this guy for a Unity game project in one of my classes. The player is an archaeologist that uses questionable methods, namely bombs, to explore caves and find treasure. (This is a render from Blender, not Unity)
Also a Concept and WIP for the main boss. He's at about 1000 faces right now which is a little higher poly than I was intending to go and there are still quite a few accessories I wanted to add to him (crystals) and he doesn't even have hands yet. Not sure what to do with the topology of his muscular arms either as this is my first try at a burly character. His hat is not yet attached to his head which is why the polys look a little strange there. The edge renderer is also doing some weird stuff in the image.
for those who just check this thread (like me sometimes :O)
:P
Working on the old guy...
Done a handpainted floor to go in my scene
http://www.polycount.com/forum/showthread.php?t=93496
youre on a whole 'nother level man!
tacit math - awesome dewdles as usual
choco - those are some sexy rocks!
funky bunnies - I like that head, his neck looks a lil skinny to me though
random char Ive been noodling with.
it's impossible to keep up with this damn thread,lol.
If 2012 really is the end of the world I dont think i'll mind, cause this thread looks like it'll go down as the best in history.
Rendering some nicer shots of sculpts for my portfolio.
Simply amazing. Both the design and the work on textures. Congrats, dude.
If I may, the cloth looks a bit like metal to me with the strong highlights, would be nice if the shading was softer .. would help add variation in the materials, what do you think ?
Outstanding! Great job sir
Lurking on the forum for some time trying to soak up as much knowledge as i can, I'm at a point where I don't find things I create complete shit (while I still throw my screen out of the window in unsatisfied anger). Time to get my crap on the internetz and get ready for some good oldfashioned ass whooping !
2 zbrush sculpts of characters that i would like to go together ( some kind of fantasy mail delivery character on a dragon mount)
Some of you might remember this little dungeon scene I posted awhile back. I'm still hashing it out, but I figure it's overdue for an update.
More to come
Posted a previous WIP in the lowpoly thread, but I dunno if it qualifies. :P 1202 tris right now, will increase a bit as I add a few more hair planes and his whip. Texture is a 512 now, planning to go with 256 with 1-bit alpha for the hair and torn sleeves in the end.
Quick question: How can I make textures display unfiltered in Max? I've tried checking the 'none' box for filtering under the settings for the texture file, but it doesn't seem to do anything.
The highpoly of the handle is finished!
Nice love the mood... reminds me sort of Diablo in colors and theme..
This looks great, I'm loving the over all mood, not sure if it's my monitor but the first shot looks a bit dark.
Sayanora Oh god that is beautiful! Really nice!
Choco I love those rocks, some of the best I have seen in a while!
I have changed the colours because the blue I was using before was just horrible! I have also made the spec map and I think it looks ok but any crit would be awesome!
http://youtu.be/6fbCUyTd100?hd=1
Your texture has a little too much 'soft dirt' that looks like the cloud filter. This gives the impression that you have a bad normal-map bake or that the material is soft. Try to tone this down, and see how it looks it might help a little.