nice scene vik! Monk, nice job! You should make a shinier gold, and mask off some areas (exposed areas, belly, top of head, etc.) to swap between the two.
any tricks for that? what layer type to use etc? i was struggling with it already... i set it to multiply, then copied it and set the second one to overlay.. seemed better than multiply only but it still sucks :(.
The short answers is yes - I'll be releasing exporters for Max and hopefully Maya that let you export your own props/characters into the engine's story mode. The in-game editing systems will also let you drop props in your levels, define what they do, place characters, set the faction they belong to, what weapons/inventory…
Still plodding on with these two fatties. Still lots to fix- size changes to some of the objects/ chains, and detailing to the leather/ pads etc but that will be done in Photoshop as ZBRUSH is really starting to struggle with these guys on my home computer!
That's awesome JFletcher! Really sharp texturework going on there. A little bit of an update on the body of my biker dude ...and started texturing the head - still some tweaking etc to do. ...Edit - Updated renders with new glasses proportions.
yeah, and some engines have that capability, too. I know UE3 has it (obviously FAR outreaches the purpose of these specs) but you can import a texture and set it to mirror, not wrap. But default normally seems to be tile (as in, max etc)
RobG: Mind putting up a video of you painting something? Quite interested in how you go about those fine lines etc. - I mean, it's so clean... how do you do that without resorting to vectors?
Ah yeah - should have said that these are using the same MAX shader I used on the last guy and have no gloss map control. The final thing will be rendered inside UE3 and use the gloss map to modify the shine on the nails and teeth etc.
I would've ditched the polys to define the vent and had it as the texture alone,as they don't really add detail as such, but definitely interfere with the roundness of the vent. The polys could then be spent on some more interesting geometry like wires / plugs / broken parts of the casing etc.
you should do some life sketches, fruitbowls, cups, etc. work less with hard lines, and more with messy sketching of basic forms and shapes, once you've got your flow down for big masses, then start learning to sketch the details.