Marmoset all the way! :) wanted to make sure I knew both methods of pbr, so this is using spec/gloss and everything else I've been doing is Metal/Rough. can't get the logo to render but will put it on there for the final image
Damn nice Rob, you're just showing off now with that engraving ;) The metal piece on the side looks like the marmoset logo stretched hah. Did you keep your UV's like they were originally? Lot of wasted space there.
^ yeah, make the barrel, clip, trigger (all things chrome) with an increased gloss. You also missed the engravings (serial #, manufacture logo, etc), those add nice overall details to the model. Overall I think it looks great.
Holy crap, easter egg alert! in the flicker at the start, where it shows the blizzard logo, is a picture of a bunch of the devs that make the cinematics! Follow an artist on deviantart, and one of his comments was to pause at 0:08 to see some devs. haha
Alright guys, this is what I got: Yeah It looks terriblem but in my defence it's my second time ever texturing. It's all made in gimp except the leather/polycount/logo on the can, which I got online (3dtotal & google).
Thanks for the feedback guys! - Thanks will do this - seems like i have to :D - It's already in MS2, but you are right, i'll write it down somewhere, i just dont want to put so many logos and stuff on my renders.
The one in the movie has the Swingline logo on the side. Right now I can't see that site, so I am gonna assume it's the same one as all the other 747 Series that I saw when I google searched.
Why don´t you get your lego stuff and do a mini environment using it...maybe a small half scify corridor with one or two lego characters on that. All lego style and with some mobile spec in mind. Then put it on some game engine. What about some famous movie scene??? That might be awesome. :)
need 3 logo's designed to start with. Each roughly 8"x8" by 1/2" thick. They must be 2 sided so they can spin and be the same on both sides. I can send you the images I have to start with. These will be 3d printed for personal use.
Update! Since the last post, I've put a lot of time into establishing a base-pass for the mech overall. My thinking has been that if I can get the groundwork established for the texturing, then I can adjust and tweak as needed and continuously improve as I progress to the end of the project. This began with setting up the…