conducted a quick test to see how the model will look left as is with a normal map applied. Looks like a successful shot so far, so I'm not going to modify the geometry any further unless someone on this board can give me a good reason not to within the next 12 hours or so :P low poly left, high right... goo-tube is shown…
Interesting situation. I can kind of relate to that :smile: I left QA way back. I was under contract (I want to say I had 3-4 months left on my contract), and I put in my 2 weeks. It was under the agency, and not under the studio. I remember my reasons were for "personal reasons," but it was that I wanted to work on my…
Okay Oniram, here ya go. Huge image warning, guys. On this pistol the slide is steel with a polymerized surface treatment (kind of like tennifer), while the frame is injection molded polymer. There's distinct spec behavior differences between the two, so I tried to capture enough to show how the spec behaves on each and…
Stunning work on the props and especially the materials, lovely work! I'm not a huge fan of the final picture though, mostly because of the composition. It's quite hard to read because you don't really have a clear focus point. The original concept doesn't have a clear one either, but it has a lot of rhythm with the darker…
Some observation from my school of hard knocks. The overall UV mapping is good however based on the model the mapping of the torso is not symmetrical. The left side is not the same as the right. Although it is not always required to have apposing sides to be identical, if the model does not call for it, in this case you…
like i said in the first post, there is no end in sight. to expand on that comment more, i'd propose it be left open for the community to decide. i think it'd be best if we shot for something mid-poly, for right now, which is to say, just use enough polies to describe the forms. others could always clean up your geo on…
This one looks baked (has padding), and those channels don't look like seperate maps (weird artifacts, flat). So I would guess this is actually a 2-channel/"yellow" normalmap. These are often the output of game rips because you get all the post-compressed stuff, not the original input maps. You're focusing too much on the…
Alright, time for me to contribute! Invitations I feel the weakest part of the whole Workshop/TI was the process behind making it originally open, then invite only, then back to open invite. The lack of communitcation from valve left many of us wondering what the hell was honestly going on. Needless to say, the whole…
not thought of that technique for doing mapping..... just happens I have a couple off tools that do just that :) my own loft and conform mods.... conforming the mapping of the tube object (channel 1) to that of the lofted line while adjusting the u & v tiling of the loft. There's a wrapping issue where the mapping goes a…