StefanH: thanks man. i was looking at something similar in a guide in the UDK documentation. there's still something weird going on with mine. ill hit that problem near the end close to the finish line. still some stuff to do, but its very fun here on out :] here's the first pass at lighting. the brighter lighting on the…
Still reading the thread but I found this kind of odd. [ QUOTE ] Amit Goswami Before you read any further, stop and close your eyes for a moment. Now consider the following question: for the moment your eyes were closed, did the world still exist even though you weren't conscious of it? How do you know? [/ QUOTE ] Sooo...…
I understand where you're coming from, because I feel it is fairly similar to where I'm working at the moment. Chris pretty much nailed it with his post, its something I'm looking at doing as well. Moving to bigger and better studios where I can be pushed, where I can learn more and not just repeat the same old stuff over…
photoshop has 3d support. Its not super fast, but it works. Its a little clunky in that you have to copy the pixels from the texture assigned to the obj in photoshop, and paste into a new document. The texture that is attached to the 3d file within photoshop is a temp file, and not something that exists on disk. its also…
Hello all, here's my current WIP for a London Underground tube carriage, more specifically the 1995 Stock which serves the Northern Line. Working on the high poly model at the moment, just thought i'd make a thread for it as i'm planning on documenting my progress here and asking for some critiques. Anyways, here we go:…
hi thans for your feedback. i will be creating textures in substance painter to use on the assets so they are looking plain at the moment as they arent textures yet and i am trying to keep the poly count relatively low and optimal
By "military wear and tear" assume means throughout its service life? Because at the moment as someone that had trained for years with similar grade ordnance + manufactured using the same materials which from my experience, can't recall seeing anything close to the level of damage applied, especially to those metal…
In future updates of the ME3, I'd like to bake the thickness map. The translucency effect for the skin shading. What I've read from Allegorithmic's documentations, it's basically like baking an AO with flipped normals of the model. So, at the moment, I'll need to bake it in Substance Painter 2. The reason I'm asking this…
Thank you guys, it turned out somehow like this. I'll take a closer look at everything you've offered me (unfortunately, I've been working on it for the last few days) and explore the possibilities of optimized texturing. At the moment, each such 'module' contains a separate unique material plus decals. The result,…
thank you for the answer. i am not a complete stranger to 3dsmax but i will be using blender. blender do have useful constraints but i am just grasping the rigging. hardest part for me is the 6 different legs effecting the platform and each other. platform and the base is the limit but even the tiniest movement in any lef…