let me get this straight... they provided u with models and normals (high relief only, i suppose) and u did the textures? I'm surprised these kind of positions actually exist the "shaded" atmosphere in these screenshots make the textures shine. really lov'n that bridge decoration
Great series! Just sent the 3rd disc back to Netflix. Def. Check out the discussion with Evan and the actual soldiers on the 3rd disc extras. The bridge scene with Persons yelling "could any of you please back the fuck up!" had me in tears.
Solid progress already! Keep it up! Could be worth taking that bridge into Painter and giving it some wear and tear, just to break up the repetition and make it look a bit older. It's too clean for something that dilapidated right now. Digging that Fallout Hallway though.
Awesome update. I wonder, are plugs working like -> boolean -> delete hole -> bridge + surface deformer on plug? Maybe with 2.8 weighted normals addition, there will be no need for transferring normals thing. btw. Machin3, you doing the addon stuff full time now?
windows 7 64 bit runs like a workhorse on my laptop with Max, photoshop, Unreal, Adobe Bridge, firefox, etc all running at the same time. Gets a thumbs up from me! compared to XP I think it runs a little faster.
In EarthQuake's bridge example, it looks like he's overlapped the UVs for the insides of the arches, since they have the same AO. Usually environment assets don't have overlapping UVs for the lightmap or AO map, but it's always good to exploit repeatable lighting when you can.
Hello there! I am creating an environment with some handpainted textures, and what i want to know is how I could make it look prettier and hopefully put it in my portfolio one day. In other words, comments and critiques are very welcome! Here's my process and progress: The bridge is still in blockout.
Plus in my tests TB bakes much nicer AO/curvature maps. Just a pity there isn't a live link or bridge between SP and TB. Also, TB has an extra '_' tag to further isolate mesh components in the bake group.
In maya, grab a cylinder with enough edge loops and use the bend deformer. Delete the rest of the faces so only the corner part remains, duplicate and place in desired locations using snap to vertex and a reference plane. Connect up the edges with bridge.
If anything should be removed, I believe it should be the tiny red lights going across your main bridge up top. Just looks kinda weird to me that they are there, it'll probably look better without them unless you disagree :)