That's a great demo, St4lis. Care to explain more how it works? How do you generate the island mesh and the splashes on water? Everything seems to be tile-based.
I think the wood grain in the normal is too strong and the glossiness of the wood could be higher.
Thanks for the feedback. I agree with the normal being bit too strong on there, the sky preset i used made normals pop out more than the rest of the skies ,but i liked that one best. The wood was glossier before but it didnt work, it looked like plastic (i wanted more of that worn, dull wood look), i had hard time makin the wood look good. But I'll continue tweaking all these..
Just a Bushmaster ACR I'm working on. I've added a G36C carrying handle along with a holographic sight. I'm replacing the current stock with a DMR one.
I've been practicing ndo the past couple of days. Really powerful stuff, going to incorporate it into my workflow! Super simple model, just normal map so far.
I'm working in my spare time on a very funny character
I found the concept on Deviantart and make a few changes, for myself to make it more interesting for me.
I've been practicing ndo the past couple of days. Really powerful stuff, going to incorporate it into my workflow! Super simple model, just normal map so far.
How do you get the edges so nice, if you don't mind me asking? Just bevels on the low-poly, or is it some nDo trickery?
Yeah that's exactly it: super simple high -> low bake, and then doing all the panel details etc in ndo. Very quick workflow!
That's actually how we've been doing stuff at work lately. It's really improved timeframes as we can get nice clean edges on the models and we know the details will be more or less perfect through nDo. It's nice when you don't have to rebake 5 times because of skewing or add in extra verts to compensate.
Replies
Update on my alien guy!
Crosspost from my new thread
Nice work fellows! keep on trucking that art in.
a quick fat guy kind of thing I did for practice
Love it.
Hugh> very cool !
testing the ddo beta, it's really fun. have to play more with it, created my first material for the used up leather straps whoooop
Still needs some more polish.
Thanks for the feedback. I agree with the normal being bit too strong on there, the sky preset i used made normals pop out more than the rest of the skies ,but i liked that one best. The wood was glossier before but it didnt work, it looked like plastic (i wanted more of that worn, dull wood look), i had hard time makin the wood look good. But I'll continue tweaking all these..
More images in the thread
xpost from my junk thread:
interesting
This is fantastic! I'm working on a remake scene myself. Any advice?
pft, being away doesnt leave much time for work. I think i'm almost done on this guy, feeling the need to get to some other projects 0:
#bringdowntheking
here's the live feed.
http://bringdowntheking.com/teaser
A TV
- based on the Philco Predicta TV design
Very good!
Wow. really good! Great movements, great choreography!
achillesian, that's not what its for...! :susp:
I could literately watch this for hours, fantastic work! I actually love the simple colors too.
cant stop looking at this
I've been practicing ndo the past couple of days. Really powerful stuff, going to incorporate it into my workflow! Super simple model, just normal map so far.
I found the concept on Deviantart and make a few changes, for myself to make it more interesting for me.
Concept:
http://mechakraken.deviantart.com/art/Minion-Model-Sheet-318088926
How do you get the edges so nice, if you don't mind me asking? Just bevels on the low-poly, or is it some nDo trickery?
I think hes doing a rough bake with a hp and then
do the details in ndo
Yeah that's exactly it: super simple high -> low bake, and then doing all the panel details etc in ndo. Very quick workflow!
UE4, layered materials, no unique diffuse/roughness, just AO, normal, and 2 layer masks.
Somehow I never realized this could be done, haha.
Now I really have to get playing with ndo.
The second one is a wall texture. Still need to add some dmg details.
That's actually how we've been doing stuff at work lately. It's really improved timeframes as we can get nice clean edges on the models and we know the details will be more or less perfect through nDo. It's nice when you don't have to rebake 5 times because of skewing or add in extra verts to compensate.