That's cool that you animated the treads, but I don't think it was actually absolutely necessary. Most treads in realtime engines are dynamically-scrolling UVs. So if you do a bake of a flat section of tread and then map it to a low poly tread you should be fine. Typically the underside is also rigged to a set of bones…
hahaha. It's so weird clicking on a link and seeing your reel. Yeah for those god rays I used Mental Ray, which is not cheating Xoliul. ;) hehehe. By the way, love your realtime shader for Max. It is awesome. Thanks for that. but that link that haiddasalami posted looks awesome. Going to try that next in the project I am…
You can also draw that as splines, make them 'renderable' in viewport (that is to say, using that one option to give them thickness) using the square profile, and deleting the back and side faces of that shape. If you perform the delete inside an edit poly modifier on top of your spline, you'll even be able to edit the…
Thanks for the comments guys :) cholden: It is definetly going to be a realtime environment. Gonna show it in Xoliul's Shader or UDK Just finished putting a noise filter on EVERYTHING. It's pretty subtle but I think it works Sorry for the render being so noisy it wouldve taken forever to render it if I put the samples up…
I live near the Realtime Worlds development offices in Dundee and, hell, they sure do play pool a lot. And eat a lot. Doesn't look like they're doing much in there! Maybe the real devs are trapped in the basement underneath and the reason they've had no marketing is because those sales people are lounging around the damn…
Prolly too late, but hey - Instancing, symmetry and automatic wrap-around from edges of an image in realtime are things I've wanted for a long time. Also vote for a complete redesign of the brush system of locked and unlocked brushes and stepping back and forth and all that crap that never really made sense to me... :) Go…
I wanted to do a quicky texture job to see where stretching was, what parts need more uv space, where i can get away with cutting seams ect ect. So this is very quickly done and ive not bothered to clean seams or anything of that sort. was just a test for funzies =) oh and this is realtime. bed time....
Yeah the point of this is to land some decent job. Then again some interesting freelance might come my way. Anyway, I rendered normal maps and baked in AO. Here is the result. Now its time to texture this sucker. These are realtime from Xnormal, hence the awesome AA on the wireframe. But couldn't be arsed to setup render…
I don't know what you are using for rendering or realtime previewing of this, but I thiink you should lower the intensity of such black shadows. If you look at that image Dekard posted the shadow outlines are very sharp (as seen on the threads) but the shadow itself is far from being black. (default render settings usually…
This is nice, great job capturing the concept. Can't help wondering what it would be like with a bit of realtime lighting to show off the 3D shapes? Have you thought about lighting it? Like the bolero hat for example, it would be awesome to get across the feeling of the black felt.…