busticketent wrote: »
What you say polycounters ?
[HP] wrote: »
I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine!
Been basically following Tor Frick and Hourences tutorials and making this test scene at the same time, using same techniques and so on, so half the credit goes to them. xD
Everything is using a single texture (512*2048) other than the floor which is using one tillable 512*512.
retleks wrote: »
Nice one plastic!
Here's a wip from my warlords entry:
Jackson31 wrote: »
just workin' on more statues for Kingdoms Rise
pixelinfusion wrote: »
A character i made up
coots7 wrote: »
Not game art but here's a Shader for my Vancouver Film School demo reel.
retleks wrote: »
Here's some actual game art for once.
Based on this concept from Andrew Domachowsky
coots7 wrote: »
I am re-using the same Stucco texture to make the grunge color which is multiplied ontop of the original base stucco in the layered texture node. I then mask out that grunge color by plugging in the isolated grunge R, G, B, or A channel depending on which grunge I want (drips or overall grunge). For the grunge color instead of re-using the same Stucco texture with the color change, I could just have a black color or dark green thats multipled ontop of the base stucco and then use the grunge texture to mask out the areas I want to let that color come through over the base. I'm pretty sure I tried that and felt I had more variation and depth by multiplying a darker stucco texture ontop of itself. So all that just gets plugged into the Color channel of the Mia Material.
If you think of it as in photoshop. Base stucco. Then Stucco with a Hue/Saturation adjustment multiplied ontop with a layer mask that's a grunge texture. Do that 4 times for different grunge variations. If multiple grunge masks overlap you just end up with darker grunge in those areas of overlap, which just adds more variation and depth. Effectively thats all I'm doing, just in Maya, and the bonus is with multiple UV sets you can place those grunge mask anywhere, easy edits, and thousands of variation possibilities of grungy walls.
Hope that makes more sense. Let me know if you're still confused or have any other questions!
[SF]Three9 wrote: »
imma regret staying up this late, but it was worth it
Finished the sword
roughly 9 hours from concept to completion
I'm pretty happy with the final result
original model and my concept can be seen here
almighty_gir wrote: »
looks tight man, BUT... i'd love it if just for once, someone who's including chain mail in their texturing, would stop the trend of just using a flat metallic diffuse/spec with the chainmail in the normals... there are gaps in the chains, why aren't those present in the texture?
it happens in every game with chainmail, and it looks hideous.
Mani_Skaldulfn wrote: »
Street Sharks meets Borat? XD
I could see this guy as a swimming instructor or lifeguard in Animal Crossing or something. With some of the screenshots I've seen people post, he'd fit right in.
Dalarcon wrote: »
So one day I'm browsing deviantart when I run into the profile called RaynerAlencar and I become memorized with one of his art peaces titled The Cake Is A Lie. Long story short here's a WIP. Please critique! THANKS!