Hey Guys I found this cool redesign concept : https://www.artstation.com/artwork/gReg8 and i decided modeling this concept . I use handpainted this project. 2 texture 1024*1024 and i using tilling texture. Hope you like it. Welcome C&C ! Thanks all for your time ! AO map & Light map Wireframe
Been working on this for sometime.Trying out Blender for the first time and I am quite happy with the tools so far. Details are bump maps painted in Blender at 1024 x 1024 px.Need to smoothen out hand cape details. The model is gonna be animated in Blender(testing animation tools and workflow as well).Currently working on…
Long time without any pimp ! I did this guys 10 months ago as a "test" for the company I'm currently working in. The website planet-adelpha.com got the agreement to display this guy and I got the same right The polycount is around 3500 triangles with 3 1024*1024 (diff-normal-spec). I hope you'll like it.
Hi, Currently working on this building. Mainly made this with the level of details to keep the Player at ground level. Currently it has about 3500 tris(its only front and side) and one 1024 X 1024 map(ATM diffuse only). I will make other maps soon. Looking for critics:) Final lighting will be night time lighting in Unreal…
most of the main traps had 1024s for diffuse and normal, 512s for spec. The Reverse Bear Trap helmet actually had a few 1024s because it was going to be seen full screen at the beginning of the game, with the camera focusing on the clock timer on the back and the front grill and such. Thanks for the comments!
more results: 512 map 1024 map First of all wtf? the normal doesn't look right at all when applied. also i see like no difference between the 512 and the 1024 map i did export at tga but uploaded in pngs here ideas??
My xnormal keeps crashing everytime i try to back an AO map, im trying to get a 1024*1024, my pc is good enough to not crash, core i7, 6gb ram etc, but it jsut keeps crashing my comp, anyone got any ideas?
Hi aresee your work looks cool, though, I think it's a bit sad to see that you did normalmapped characters with 1024 maps without showing them in their full glory...I mean, if the map is a 1024 and normalmapped for the girl, then why are the model renders so small ?
Heres the rock in its final stage. Its 848 tris using a 1024 x 1024 diff, spec, and normal map. I think I am going to end up having to put our post meshes under the planks so it reads as more believable.
1024 map for this? And there is SOOO much wasted space man. Why not use that space for non-mirroed peices, like your blade or handle. 1024 is overkill for the lack of detail in this map man :( Use your space wisely and squeeze in as much as you can, there is more black the texture.