Depends if your going for a accurate technical model yes. If your are doing a cinematic model and there is a close shot of part of that model, yes. If not, you should try to omit detail that could be done in texture maps. Look at the subject at a distance and judge what contributes to the silhouette of the model. Some…
i know its meant to be beaconsfield but... i would like to see the brickwork plastered over and painted magnolia/white. Alot of London pubs now are turniung into bars unless you're in the East end. I think it would look tons better, give it that 'Notting Hill' look, quite a quick job also, try it out.
Simple, easy to use portfolio. I agree with kaburan's comments about your textures and would like to see some more detail in them. Small nit-pick, you misspelled Trident on the image itself as "Tident". Also, stating the title in text and in the image seems a bit unnecessary, maybe just state it once instead.
@Hazerdous Thats quite a compliment, thanks - Xoliul's shader is really finely tuned (and 3dsmax's shadow support is a killer feature). I see this shader more as a technical exploration and as a learning tool, which is why I've separated all the core shading functions out into compact sections to help other people learn…
its really a awesome looking and i also want to make this.can you tell me that the which software use for this..what methods apply for making this pictures and home on a desert.i want to make it in a Kalahari desert.i think that i want to take the picture from the net and make the home on a Kalahari desert while using this…
thanks Charli, yeah, its started with this sketch: then I made 3d blockout and painted on top of it. nothing new really. I think there is much better examples can be found on the net. it mostly helps with perspective. I really don't have patience to do all that stuff with vanishing points, so its kinda 'cheating' :)
The tree is really too far back in the final render to be able to critique the texture. The leaves are way too big. At that size it makes the tree look like it's about 6ft tall. I would also put in some sort of scale reference, like a barrel or ruin wall of somekind. But scaling those leaves down will help alot.
When projecting normals, they get influenced by the location of your low polys vertices. So, if you want your normal map to be a bit more accurate you would add a loop at the horizon location of all of those nut floaters and then rebake, and they will come out good looking as their normals are pulled towards the new…
It is like "We are paying you to get better and do this job" so I can see why the mentality to not share is there. I am lucky that my producer knows that not sharing what you know is not healthy for a team, and encourages people to share what they know with co-workers. But don't be posting that stuff all over the net.
Latest graphic design stuff has come through, so I put together a couple of posters for the sake of it: Here's a little game, guess the geographical location of each of these factions and win yourself a 1x1 pixel unique snowflake ingame, in the snow patch of your choice! Guessing the art used will net you a double sized…