Quick update on the textue, I'm not finished yet; I'll paint some scratces in, overlay a grunge texture and refine the red stripe and the rust on it. If you have any other suggestions, feel free to post them. And here's the diffuse, it's 1024*1024, but I'll resize it; as I know a 512*512 map is enough for a prop like this.
Heya! Found a very old model I did more than a year ago with unfinished texture. Did not like the old texture so I repainted everything. The model is about 4200 tris and a 512 x 512 diffuse texture is used. Got some inspiration from the awesome art in allods online and the stuff slipgatecentral made. Hope ye like! Edit:…
I've been working on this bunker for a game project me and a few other guys have been working on. No normals, no specular, 512 x 512 texture. Sort of WIP, but I'm probably not going to get a chance to add a few more details I want to, because I've taken longer than necessary to get this done and they probably want me to…
On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
Been working on one prop every class. We have about 3 hours to start from a concept image and recreate the main item from the scene with some guidelines. Max tris 1500. Max tex 512 x 512. In this case we had a choice between some street utility boxes. Here is what I got in the given time. Any c & c welcome
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
Iciban Thanks! I'm going to call this done for the time being, want to start to focus on something new and I'm starting to hate looking at it :P wireframe, final tri count - 23, 809 texture sheets - [final res - 2048*2048's] [final res - 512*512's] All feedback is welcome, hope you all like it!
Vailas: I'm planning to code the game and do all the media (hopefully) Zephir62: Thanks for the comments . I'll try and do some tutorials before I attempt another character model. I am currently practicing environment modeling and I completed the model below. It was a lot easier that the character polycount: 2906 texture…
I've been coming across art that's been making use of these greyscale textures as of lately. I've heard of them before being used to generate terrain and they were usually small (512 x 512) but now I'm seeing them being used with more standard material. Are they the equivalent to displacement maps that are used in VFX CG?…
Hey folks, it's been a while since my last post. I did these characters for a freelance commission and I decided to build a little set for them and make one of them Warhammer-like dioramas that I've always been fond of. There's a turnaround to be found here: https://vimeo.com/46778807 I'm posting a few images but there's…