I think you're more than halfway there. The form is fine for the tooned look you want. What you're missing the aesthetic execution. Spend some time observing hair. The most important parts to getting people to buy textured hair are the specularity, and the depth. Paint some hair in just 2d for practice. As in find a…
Hi,all I am doing a cave! see Picture Pic 1 Lowpoly Pic 2 I made the diffuse map.And Made a Normalmap by crazybump. Pic 3 It is mormal form this angle. Pic 4 It looks bad form this angle.Too noise!! I don't konow why !Hope 3D artist give some advices! Thnks!
Something small to practice on, my second game prop ever. Different view from viewport I do realize that i should have modeled on the lock, but i crammed it on the diffuse last minute after i forgot about it. I did think to myself how i would have achieved creating it though.
Two years old or so. I think I had this class with you Adam. Now let's see what you got, fool! Ha. It's especially embarrassing considering the kick ass Kriss model that was uploaded a week or two ago. Look at those lines on the grip! I just drew those into the diffuse! *shudder*
Hey guys'n girls working on this char for some time now, came to the part I really wanna improve on; spec/gloss/posing and rendering, so hope you guys can point me a bit in the right direction. Diffuse: Normal: Gloss: Spec: rendered in marmoset thanks alot guys, any help is greatly appreciated
Hey everyone ! I have just ended a Gameloft art Test. The main purpose was to create a concept based on a tower defense and to model it. The target was for Casual gamers (mobile device) in a Sci-fi environment. Limited 1000 -> 3000 polys 1K Diffuse (optional, Normal map, Specular map) if it can help somebody :)
I posted this over at the game-artist.net forums, but figured i might as well post it there too. The specs are aimed at a third person shooting game (think max payne 2 or gears of war). 3708 triangles, 1024x512 diffuse, and i threw a simple anisotropic shader on it. Let me know what you guys think.
This is something I'm doing for work. The polycount is a little high for low poly, but its not going to be in an actual game but more for web a interactive type thing. The base diffuse, normal, and AO is all baked. Time to start dirtying it up. I attached the High poly as well. Thanks for looking. -Brandon Click on the…
I don't know if its wrong or right. This render is with metalness map This one is without metalness map Can anyone tell me which one is right or look good or both of them are not good.I want to achieve good result but i don't know what map i used other than specular, diffuse,or normal map.
i'm coming from UDK where i could just assign a 3 color node and not need a texture. i have this asset that just needs a color on it. i cahnged the diffuse but it still sez 'replace texture' anyone know if i can just use a standard color or do i always need a texture?