Blah, need to build machines, Im doodling a scifi tank. Not even sure it needs a thread, but here is a quick blockout! It got lots of guns! Progress... might be posted!
Looks good awesome, as usual. But the back feels a little out of balance. Maybe if you extended the wheels a wee bit out the back? Just a tiny change... its just that I cant imaging this vehicle going uphill too easily. lol
Nah, its a shader. Just a tiling texture projected on, then some convexity, concavity and AO masks, that i blend in different ways : )) Trying to get my highpoly renders to look better, also helps alot to just bake this down directly to the lowpoly, gives you a good base. : )
Nah, its a shader. Just a tiling texture projected on, then some convexity, concavity and AO masks, that i blend in different ways : )) Trying to get my highpoly renders to look better, also helps alot to just bake this down directly to the lowpoly, gives you a good base. : )
Projected how? Just slap it in photoshop, 3d painted, Surface-wrap, or maybe a blended-box-mapping? I'm runnning into problems with a model of mine and a ton of UV islands causing seams.
you know computron, what i find useful when working with something that has a lot of islands is making sure that you break up the smoothing group at the same spot that the island breaks, That way the normal does all the blending.
I know that. Textools does it automatically. Although, that's not what I was asking about, nor is it always the case. It's pretty much a rule when it comes to normal maps, always put UV splits where you have smoothing splits, but not necessarily the other way around.
I was asking more about how he projected his metal base map, eg diffuse/spec, although Snefer hinted that he projected them off of a high poly?
Daehi: Hmm, preset standard render in modo with a few AO layers and stuff for some fake rust feel and just a cubicmapped generic texture on it. All very simple.
Made some tank treads, not that accurate maybe but hey what do i know about tanks, they shoot stuff, right?
Replies
And bevels, lots of bevels.
The images are a bit unclear though, would be nice with some sharper ones
(It does need a thread)
I dunno man, your paintover is good, but it could really do with some more lens flare and dragons
Awesome design by the way Snefer
Ninjas are pretty much invisible already, jpg compression gets rid of any hope of seeing them :x
Yes please explain.
Projected how? Just slap it in photoshop, 3d painted, Surface-wrap, or maybe a blended-box-mapping? I'm runnning into problems with a model of mine and a ton of UV islands causing seams.
I was asking more about how he projected his metal base map, eg diffuse/spec, although Snefer hinted that he projected them off of a high poly?
Pewpew, more gun. Gonna take a break from it and move to some other parts, and revisit it later : ))
Made some tank treads, not that accurate maybe but hey what do i know about tanks, they shoot stuff, right?
I read that as Barnacles, now I'm .
Lovely work but yeah, more bevels please
Boredomdoodle!