Trying to get hand on next gen models using Jistyles shader. (thx a lot for sharing it man)... It looks very diferent on this computer then on my work computer monitor, darker, with less color and less detail (hope u can see it well.. ) (BTW, anyone has a link for one of those monitor values fixing images? ) 3000 tris
see the link under the image not really any technique to it random crap on a layer (human shaped thing at the top) duplicate that layer flip it change blending mode and move it around left/right and see if anything interesting happens where the 2 layers overlap. If only I could repaint what I think I see with some detail
Quick normal-map test... procedural 3dsmax material thrown on for extra bump and scratches, which is baked into the normal-map. No diffuse map there. http://www.cgchat.com/forum/attachment.php?s=&postid=214218 Just a link at the moment ... don't have access to my FTP here, I'll upload a real image when I get home tomorrow.
Seems accurate to me. The areas I'd have another look at are maybe giving the area above the nostrils a little more volume (maybe it's the lighting on the reference image but it looks like you have wider nostrils)... also a tiny bit more volume in the cheeks down to the jawline would probably work too. You handsome devil.…
Thanks, Makkon. It takes some getting used to, but if you work on it for a bit it's not actually that difficult. Just a bit annoying, keeping track of how everything will smooth. finally. Took me hours, but it's my first full highpoly gun. I figure I'll get into doing it faster eventually. edit: bigger image, + forgot…
SEKNeox, I'll keep working to tighten up those graphics And hopefully, beat the boss of level three Once I get the model nailed down I'll rework my UV's and begin texturing. For now, here's a playblast if anyone wants to check it out (takes to long to render until its final)…
one of few pieces i'll have as temp images on my site when i start redesigning it... 530 tris, will be higher if i decide to make this a hi-poly version for normal mapping, but until i figure out why my system keeps goin haywire every time i try to generate a normal map, this'll do.
update~ some more texturin on the monument, and a 'light post' for the walkways that'll be on the level.. gonna look into whether i can do the effects i want to put in the space between the sections within hl2's engine or if i should just add some polies and texture in a surface (hoping for the former).…
dactyl, awesome game title! finally started working on stuff again (gotten over the funk that's kept me from even openin a 3d app for the past few weeks).. gonna work on a room full of particle effects as I'd like to add that skill to my resume.. started with some dandelions floatin about...…
I've been working on a few textures I had floating around in my head today. They're geared towards use in a space craft/station. Right now I have 4 completed. I figured I'd post them in here, get some feedback perhaps. The image is a bit large (1024x256). All 4 are setup side by side: And here they are. :]