that doesnt look very hand painted to me. it looks like a highpoly was sculpted, a lowpoly was made, some maps baked and then the texture pretty much generated from those bakes using ID masks. yes its absolutely possible to make the lowpoly first, at this detal level i prefer it this way around as you can adhere to the…
Thanks everyone, didn't expect that so many of you would liked this! :smiley: @BeatMe Thanks! All the models are modular and for the wall I have 1 tiling brick texture. With 2 Material ID's I apply a unique texture and a tilling texture. The unique texture will include multiple windows and doors. Unique texturing done in…
Hay I also studied Games at Herts. Was pretty fun I hope you're enjoying it. For crit I would say it looks as though some of those curtains have modeling errors and need a looking at. Id also change the texture on them to make them stand out from the marble walls. Those stained glass windows at the bottom could do with…
Very cool man...I love this door! I took a shot at it a while back too. Its interesting to see how it is interpreted by other people. Here is the direction I went with it. If I had any tips, id say watch your different edge qualities. Some spots feel a bit soft while others feel a bit sharp. I learned a lot modeling this…
Did you try? callbacks.addScript #viewportChange "theFun meshpick.object" id:#theViewCall If you put theFun inside the rollout you can just do: try (destroyDialog theScript) catch()rollout theScript "The Script"( --Filter for pick buttons, makes sure user can only select geometry fn meshFilter obj = superClassOf obj ==…
I had an absolutely crazy deadline for myself as I started on Saturday night with this project. Learned a massive amount about streamlining my workflow and cutting unneeded items, with that said it was an absolute blast the last few nights. Rendered in UE4. Software: Zbrush Maya 2015 Substance Designer (Bakes + Multi…
CG Academy offers two DVDs on HLSL shader creation by Ben Cloward. HLSL Shader Creation 1: HLSL Fundamentals HLSL Shader Creation 2: Light & Shading Models Ben Cloward's web site is a great source of information too. nVidia shaders IDE: FX Composer ATI shaders IDE: RenderMonkey Toolsuite Lumonix node based shader editor…
Around 4 years ago Id play a game until the break of dawn Or buy a game and do a speed run on my first play through. Id avoid friends and forget to eat just to maximize play time as school and homework dictated my childhood time. Games use to be my drug, now they're just my pass time. Games now seem to be missing something…
A couple other things you could try: - Using Lazybrush with "Backtrack>Line" with snap to track on. This is a good way to get straight lines at non-orthogonal angles. - The new curve mode with "as line" turned on. I find curve mode alittle jank tho. - Add edges outlining the shape in Max/Maya and assign it a material ID.…
Nice modeling and texturing. My only crit would be that its not realy saying Steam to me - but thats a minor point on such a detailed and ultimately sexy piece of work. If it was Id say think about the key elements of a steam engine and try to show a few of them in the design. Heat can be generated in a variety of forms so…