Hi guys, I'm currently working on a tank and it's all going well, but I spending a whole lot of hours on the baking process that I think I can speed up a lot. The question is how do I do this. This is my current process: * High poly modelling (maya) * Creating the low poly (maya) * Exporting Hi/Lo/Cage * Baking (xNormal) *…
thanks guys ...:) BetelGeist- yeah "tank girl" its in my mind ...i will play a bit with weapons...my main idea was to give him a modern laser cannon like kaneda had in akira...we´ll see... konstruct- thanks man ...i ma glad you like it... Baj Singh- thanks ..yeah we´ll see ... :) Neox- yeah it´s no child ...he´s definetly…
@Clark Coots thank you for your ideas i like the idea of the bunker underneath the medivac. maybe i will put a missile turret next to the tank and some fuel rods next to the ghost academy ... for the ground floor i was going to use some sc2 maps as reference :) thanks again for the comment @pmiller001 thanks :)
Looks good man! I am guessing this was for Staffs Uni for the modelling module. If so it is the best tank outcome I have seen so far. From what Paul Pepera has said he has given some sound advice. Might be worth posting up your texture sheets then people can give you an idea of where things need improving. What it mainly…
This is just a tank that I have been working on for a few weeks. Its just one of a series of tanks/vehicles that I am doing to buff-up my portfolio. Tell me what ya think, thanks.
Hi! I’m polishing an Unreal scene (cave ruins with a shallow pond, god rays, big stone head, doorway, torch character). Could you please give me feedback on what to tweak or redo in this Unreal scene so it looks more polished? Thanks in advance! Goal: push it to a more “AAA” look for portfolio.
Thank you for all the feedback. We've refined the design so it now resembles more of what you enjoy about the character. 1) We've gone with the goggles as part of the head design 2) We've cleaned up the torso with the polycount in mind, the majority of details will now exist on his back in the upper half of his body (view…
@Fabi_G Wow you're so right about the platform. In choosing to retain the web-like pattern for the stones I ended up making them too uniform and the sand blending in was supposed to help break it up, I kinda overcompensated by cranking the normal intensity, that's why they look that way now. I might tweak the roughness for…
Yesterday i did some tweaks to everything, i realize that the point of the blade normals were messed up(i think that might be the "baking issues" that Zetheros mentioned), and i'm really more satisfied with what i got now, isn't 100% how i would like but i decided to move on, textures are looking less dull now and some…
Thanks for the amazing feedback @Eric Chadwick @Celosia @zetheros ! I decided to redo my lighting and try to follow more to the reference given by @Eric Chadwick, and here is my current progress . Thanks @zetheros too for the great sources , unfortunately i dont have much time left to my assignment submission but its…