Okay, I've got an update on my progress so far. Here's the textured version of the model with the currently most recent version of the texture: Here's the same model from behind: (I'm currently debating whether or not to add the stainless steel texture to the rest of the drum harness.) And here's the current texture I…
Ok, your solution works perfectly thankyou. But now I have another issue. It looks like a lighting thing, and possibly Max 2012 related. This is Xoliuls latest shader. I've just installed Max 2012, first time using it after I got my copy a couple weeks ago and I'm not sure if this is related, but it's certainly new to me.…
Yeah, I thought it was the specular at first too so I made all of the materials into simple diffuse only but that still didn't solve the problem. I ended up taking the entire building over to the November 2012 build and the lighting works fine there. I'm still going to play around a bit more cause in the 2012 build I…
Hey thanks alot for the crits and paintover, that really apprecieted!! So i tried liked you said for the mask part and i do like it more! theres still some work to do around the face but design wise its more apealing. I also moved alot of stuff to fix the anatomy around the shoulder/neck area started detailed some stuff,…
Seems like you know your stuff, so I have no idea why certain parts of the mesh would misfire so badly with the projection. Did you apply the latest SP patch for 2012? They fixed some 'little bug' for the projection modifier last I recall. Also, throw a STLCheck on your high poly and see if there are any issues, and reset…
Thanks for all the kind words and feedback! Some updates: -added the painted red symbol - worked in some stronger highlights to bump up that contrast - added some more details to the bottom rim of the greenish sheild - added some tonal variation to the deep cuts to give them some more depth. - new screen grabs sans gizmo…
Sorry for maybe hijacking your thread but i have another example: Lets say i have an object that has round-ish smooth edges, and the rest of the surface is rather clean, like a table or a chair, so the normal map would only hold important information for the rounded edges. Whats better in this case, actually bevel the…
This looks like a fun one! best way to approach this (any any asset imo) is to decide what you want to be unique and what you want to tile. from there you can save yourself alot of back and fowarth work. if i was doing this. id have a tileable for the bottom floor. and one for the top floors. then another for the silver…
I think this is a great game! Im really interested in making something for fun. I have used the specs on the wiki to try and make the Back to the Future DMC. 2998 tri kart / 720 tri wheels Couple questions; I noticed there is no start-up animation listed in the animation list on wiki. So when the typical camera crane drop…
alright. here's my first ever texture attempt. this keg model that was handed out as part of game-artist.net's speed modeling competition. i didn't enter because it took me a long ass time to figure this out. i didn't unwrap this, it came unwrapped already. just thought i would get my hands dirty on the texturing part a…