Hey GoSsS ,
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Update of the map I've posted some posts before ...
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...
Here of couple of low poly environments I put together this weekend. I have been trying to bulk up my website with low poly work such as these, since Im trying to break into that industry. I want to get into development for hand held systems like the DS or PSP so Im trying to keep the tris pretty low.
JonEdwards: For the graveyard scene i would suggest you take certain parts out of that big texture for the objects and also do some better tiling.
The fence: Just do one chunk. (1 vertical bar and one inbetween) Throw that on 32vx16h.
The brick wall: Could be 1 64x64 thats tiled over the whole thing.
Ladder and woodcross: 1 tiling 32x32 wood texture.
Grave stone: 1 32x64. (if you want the RIP on there)
plants: 1 16x16. (they're sooo small).
Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)
For the subway, again i would break up your texture into smaller and better tiling parts. Use less lighting in your texture and rely on vertex colors to that for you.
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JonEdwards:
Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)
Fonfa: I didnt really know anything about Vertex Colors ether when Dur23 mentioned it. I just opened up the Max help under Vertex Paint and it giving the illusion of shading on your model based on a color and opacity linked to a vertex.
Retleks, I feel a bit silly posting this since its such a minor change and your version could well be an aesthetic choice, but i liked the front view so much and felt that the way the neck tapers sort of clashes with the fatter look you have going in the profile. Anyway, maybe just slimming it up a bit to something like this?
I like the look, dude seems worn out and determined.
Since every darn reference pic I found of miniguns show them in almost "just out of the factory-pristine" condition, I decided to go completely the other way and wear mine down comepletely, like it just survived a nuclear holocaust then put into a very big kitchen blender for an hour only to be left out in the rain by some fool (whom I pity!)
Still in the very early stages of the colormap, no specular whatsoever so far!
A lot of those whiter spots you will want primarilly in the spec, its better to have that just subtly in the diffuse, and really do the nice scratched edge detailing with a spec map.
Oh also, do an ambient occlusion bake! and multiply it onto your diffuse and spec maps.
comradej: REALLY digging the art nouveau test. would be lovely to see a period-appropriate game executed in that style, would be such a breath of fresh air.
MoP: dammit, i was just thinking about reworking that ol dame
Pixel Goat, what's funny is that I would say 90% of the guns presented here look like someone dropped them in a massive garbage disposal. I really don't know how these weapons can get so scratched up, I mean, I have several guns that were manufactured in the early part of the 20th century, and 1 of them went through ww2, and it's in better condition than that.
Anyway, I think you need to plan out your scratches and dirt better, you pretty much covered the entire thing. You need to think how the gun would be used, where it would most likely get scratched. I know it's silly to think that deeply about a piece, but it really gives it that extra zing.It's a great model the texture just looks overly scratched.
Looks great goat, I think that maybe what you have now would make a great specular map, and then maybe dull it down a bit for the diffuse? Just an idea.
@Neo_God: I'll tune down the scratching some and look over the placement of said scratches, but since I've already started this and down want to change direction midtexturing I am still going to keep it pretty darn worn down. I promise that I will try to make my next piece more "realistic" in terms of wear and tear
Toned down the scratch and dirt some. Tried to focus most of the wear on places of impact (for lack of a better word). Like the parts of the gun that would touch the ground when put on the floor, the handle, the parts that would come in contact with the body when being held. Focused most of the dirt on recesses and keep parts that are out in the open atleast a bit more clean.
PixelGoat: I love the direction of this piece, very post apocalyptic, and the contrast of the yellow sticker with the rest is really nice.
The handle can use more loving, and it's too low detailed compared to the rest.
1. You can add some rubber grip texture, make a simple pattern in photoshop and fill where it's needed. (you can check guns.ru for handle refs)
2. A handle would get quite some wear/dirt from sweaty palms
This wear is usually distinctive by great color variation over the grip pattern, and also some goo like the one you have around your mouse
Peris: how i do it is like this: create yourself any 600x300 pixel image and then save it in the max directory as SPLASH.bmp (allcaps). 24bit, and next time you start max there you have it!
Hey awesome minigun. You are aware that its a paintball gun our modelling right? nonetheless great work. I too am working on a minigun though urs is better.
PixelGoat, Nice! It's looking a lot better now that you bumped up the AO and resorted the damage to high traffic areas. It made that jump from "Oh well nice attempt" to "now it has that something special". I think it needs a really nice spec map applied to it and you'll be able to call it fini.
IH, thanks. My wife has been pushing me to do more cartoon-ish light hearted stuff. I'll have to toon it down a bit for the project it's going into. Hopefully I can keep some of the character, we'll see.
not too keen on the warning sticker, though. looks like you put wear and tear on it exactly like all the metal, instead of what would happen to a sticker/decal
chai - what's the reasoning behind those vertices on the back of the shield?
Replies
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Update of the map I've posted some posts before ...
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...
[/ QUOTE ]
Comme "exercise" ce n'est pas mal du tout....tr
The fence: Just do one chunk. (1 vertical bar and one inbetween) Throw that on 32vx16h.
The brick wall: Could be 1 64x64 thats tiled over the whole thing.
Ladder and woodcross: 1 tiling 32x32 wood texture.
Grave stone: 1 32x64. (if you want the RIP on there)
plants: 1 16x16. (they're sooo small).
Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)
For the subway, again i would break up your texture into smaller and better tiling parts. Use less lighting in your texture and rely on vertex colors to that for you.
Hope that helps.
JonEdwards:
Remember to use vertex colors to do your lighting. You can pull off a tonne of sweet effects with vertex colors. (radiosity, cast shadows, multiple light sources, etc.)
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so, how do you make that?
No seriously, you need to tone that shit down
The level is looking nice so far though.
I like the look, dude seems worn out and determined.
The bunny ears were going to be raven's wings, but I'm thinking of changing the helmet entirely to make it more viking-like.
tadaaaaa!
tell me how it is! UnrealEd model viewer... normal, spec, diff
Since every darn reference pic I found of miniguns show them in almost "just out of the factory-pristine" condition, I decided to go completely the other way and wear mine down comepletely, like it just survived a nuclear holocaust then put into a very big kitchen blender for an hour only to be left out in the rain by some fool (whom I pity!)
Still in the very early stages of the colormap, no specular whatsoever so far!
Oh also, do an ambient occlusion bake! and multiply it onto your diffuse and spec maps.
Also will tone down the white just like you said
MoP: dammit, i was just thinking about reworking that ol dame
Anyway, I think you need to plan out your scratches and dirt better, you pretty much covered the entire thing. You need to think how the gun would be used, where it would most likely get scratched. I know it's silly to think that deeply about a piece, but it really gives it that extra zing.It's a great model the texture just looks overly scratched.
Anyone know how the Teamskins in UT3 work?
I tried adding _VBlue and _VRed but that didn´t work.
@Neo_God: I'll tune down the scratching some and look over the placement of said scratches, but since I've already started this and down want to change direction midtexturing I am still going to keep it pretty darn worn down. I promise that I will try to make my next piece more "realistic" in terms of wear and tear
A little warm up for a personal project I'm cooking up.
concept
Toned down the scratch and dirt some. Tried to focus most of the wear on places of impact (for lack of a better word). Like the parts of the gun that would touch the ground when put on the floor, the handle, the parts that would come in contact with the body when being held. Focused most of the dirt on recesses and keep parts that are out in the open atleast a bit more clean.
PixelGoat: I love the direction of this piece, very post apocalyptic, and the contrast of the yellow sticker with the rest is really nice.
The handle can use more loving, and it's too low detailed compared to the rest.
1. You can add some rubber grip texture, make a simple pattern in photoshop and fill where it's needed. (you can check guns.ru for handle refs)
2. A handle would get quite some wear/dirt from sweaty palms
This wear is usually distinctive by great color variation over the grip pattern, and also some goo like the one you have around your mouse
new max splash screen:
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ha cool, how did you do that? I want to get rid of that damned ugly snake model picture aswel
Cool shields chai.
**now i need to figure out how to do in maya**
IH, thanks. My wife has been pushing me to do more cartoon-ish light hearted stuff. I'll have to toon it down a bit for the project it's going into. Hopefully I can keep some of the character, we'll see.
not too keen on the warning sticker, though. looks like you put wear and tear on it exactly like all the metal, instead of what would happen to a sticker/decal
chai - what's the reasoning behind those vertices on the back of the shield?