What angle will they be viewed from? If it's to be viewed from the top (Just basing that assumption on most tower defense games I've played) I think the difference might be hard to recognize...
Hey Pix, if this is a floor panel, you doesnt need so many tris. A simple plane with a working normal map will do the same job. Is this diffuse only? If not you have to overwork your spec map, to define your materials more beliveable.
Maybe you want to post your textures too??? Realy liking your details and design.
Hey Pix, if this is a floor panel, you doesnt need so many tris. A simple plane with a working normal map will do the same job. Is this diffuse only? If not you have to overwork your spec map, to define your materials more beliveable.
Maybe you want to post your textures too??? Realy liking your details and design.
I actually made the bake in xNormal to the flat plane, but later decided to extrude few shapes in the plane because it looked quite flat, I guess I could still optimize it so it would not have as many triangles as it has right now.
It has no specular or gloss map this far, I can make it any time, so only Normal, Diffuse and Emissive.
Texture is very simple to be honest.
Also the High polygon version. I started from the plane, divided the plane into sections, I cut away polys I did not need because it would tile, each single section detached from the whole, extruded and modelled in isolation mode, when I was done I simply copied pieces around, and at the end set the pivot right in middle.
Did u unsharpmask your normal map? - you have alot of edge bleeding making it looks like its sourced from nvidia filter. Also the bolts normals arent representing the diffuse version very well at all.
I did not use unsharp mask, It come out like it is perhaps because I overlayed the normal map with NDO normal, normal bake from xNormal did not come out very well for some reason, and yes I noticed the bolts you pointed out, they have to be more flat not sharp, but that's great you point it out, that's the kind of feedback I need
Looks great Alec, I absolutely love how much effort you put into your materials. I'm wondering how did you make that grey foam look so good. Is that a dark grey diffuse, with nosiy, highly contrasting specular? Or is there something more to it?
I second teaandcigarette's question, the foam is looking great. What is it rendered in, Xoliul's shader? Also, can ya share texture flats and/or wires?
now it got a nice little tutorial loop (which you can skip), the minigame works as intended and there is even an outro clip which lets you start it over
Replies
What angle will they be viewed from? If it's to be viewed from the top (Just basing that assumption on most tower defense games I've played) I think the difference might be hard to recognize...
Gorgeous! I want moar!
Robert Redford caricature
Hey Pix, if this is a floor panel, you doesnt need so many tris. A simple plane with a working normal map will do the same job. Is this diffuse only? If not you have to overwork your spec map, to define your materials more beliveable.
Maybe you want to post your textures too??? Realy liking your details and design.
I actually made the bake in xNormal to the flat plane, but later decided to extrude few shapes in the plane because it looked quite flat, I guess I could still optimize it so it would not have as many triangles as it has right now.
It has no specular or gloss map this far, I can make it any time, so only Normal, Diffuse and Emissive.
Texture is very simple to be honest.
Also the High polygon version. I started from the plane, divided the plane into sections, I cut away polys I did not need because it would tile, each single section detached from the whole, extruded and modelled in isolation mode, when I was done I simply copied pieces around, and at the end set the pivot right in middle.
Did u unsharpmask your normal map? - you have alot of edge bleeding making it looks like its sourced from nvidia filter. Also the bolts normals arent representing the diffuse version very well at all.
Hope this helps you a bit, cause this is just a fast NDo result.
There are no newbie´s out there...onyl more & minor experienced people.
btw: quite a nice highpoly 4 a "newbie"
Awesome, Love the face!
I put this down together so I can remember and it's good for future reference for others.
hey n1...got to share this!
Looks great Alec, I absolutely love how much effort you put into your materials. I'm wondering how did you make that grey foam look so good. Is that a dark grey diffuse, with nosiy, highly contrasting specular? Or is there something more to it?
Love it! I like the clean and proper feeling to it!
i'd love to see a version with short stubby legs.
Alec, Nicely done!
nubs :
I this.
@Alec Nice material definition on that case!
now it got a nice little tutorial loop (which you can skip), the minigame works as intended and there is even an outro clip which lets you start it over
I'll upload a vid of it soon, I promise
Looks cool, Reminds me of ghost in the shell
So hawt!
can we get some detail renders of this awesome beast?
Hah was gonna say the exact same thing 2 in particular, loved that sequence.
Looks fantastic man, great job
I am a big fan of the series, it's been one of the major influences, the other one being Iron Man's Helmet UI
Tacit math: Love the work!
Update of my vehicle, blocking out phase, based on a concept by Lorin Wood.
What planet is this? dun dun dun dun dun dun
What does this mean ,exactly?
Man I love it when people are passionate about the little things
WIP