Some more progress for the day. Defined the materials on the model and added some wear and tear. Tomorrow the plan is to add some decals for some visual interest in certain areas as well complete some hand painting to break up some of the masking used with Ddo2. Project is due Sunday so I have to get it as complete as…
So finished off all the models I wanted to do, and tweaked the material as well. Wasn't 100% happy with the one I had. I've removed the painted labels as well, might re-add them as decals later. Still need to tweak UV's (to fix seams) and make a few changes to the models (optimize edge loops), but close to calling this…
lotet : maybe it's because of the FOV, the scene seems deformed I'll have to correct that, it shouldn't look so long. Well I had to adapt the proportions of course, it's not like the concept, and I added a lot of stuff too. But I see what you mean. Quick list of stuff I'll change/add : - FOV - adding some spider webs maybe…
This is super awesome crazy detailed work so far! Really liking it :) Only comment is that I think you could stand to balance all of that detail with some more 'quiet' areas. Its hard to know what to look at, or for a player where to go. You can fix this to some degree with the lighting, but I'd also maybe try simplifying…
@Oniram - I threw out pretty much all of the old one haha. so thanks! you and i were on the same page as far as the old style goes haha @pixelmasher - yup i agree, ill be doing my own textures once i get around to them -_- so much to do! UPDATES: A few tests with decals for blood, not sure where im going with them yet also…
Once again great job and good luck with your project guys. On the fence asset I think you're wasting a lot of texture space, cause both your variations are almost completely identical. So I suggest you rather differentiate them or cut the texture in half and use only 1 side. if you'd want to create some variety with such…
looks neat, I love those quirky medieval houses I would suggested adding some dirt and grime at appropriate places tho :) like some black dirt on the top of the chimney, mud/dust/sand on the bottom area of the house, and something to show that the roof has been through some bad weather by painting it in manually or adding…
I picked this up today - I've been working on a UT3 map for shit and giggles and a lot of these masks will help go a long way in breaking up the tiling as well as putting together a few decal materials. As a programmer, rather than someone who's texture competant it's great to be able to get hold of reasonably priced…
It's looking good! I think that lighting could use work in some spots so we can see some more contrast in color and you can show off any norms/bumps. Maybe to add some interest, take a decal of a cracked surface and put it along the walls in the back, because right now they don't appeal to me that well. I'm sure once you…
Just a update on this, not really cool or exiting, but I hope someone likes that I am trying to share more than before. Up in 9.980 tri's, wondering if I should keep the wheels on this polycount or reduce them. I also plan to let the wheels have their own texture space, and use a decal texture for placing stickers on the…