For some reason I cant see the attached pictures you posted, probably looks awesome!!:) A small tip I usually do when it comes to using tileable photoscanned data of ground surfaces etc, or any surface that are not pattern specific. I make four duplicates of each layer group (diffuse, normal etc) and rotate one group 180…
For non real time, if you've modeled out the inside of the scope, Put a Thin Wall Refraction material in the Refraction (not reflection) slot and crank up the properties. It will give you the coke bottle distortion a lens has. http://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds_Max_9_Reference/thin_wall_refraction_map.html…
One thing I would recommend is to make sure that when one surface connects to another there needs to be something that holds the two surfaces together. The loops on the apron could use some detail to show how the loops are attached onto the apron. right now the loops look too perfect. The apron has some nice folds in it…
What aesir described is basically what I meant by a "super program". But just to clear things up, I'm not for or against the idea. I was just was curious how everyone else felt about the idea. And it wasn't really a "should they or shouldn't they make a program like this", but rather, will it ever happen? I was thinking of…
@pyromania Thanks dude for the reference! :) Did a test bake using xNormal (haven't use xNormal before, so yea...), gosh its hard to achieve a nice clean bake. Question guys, most of the problem is around the hips area, since the dress and the hips are very close to each other it makes a funny artifacts like as if the ray…
Small update tonight for everyone with what I am up to. Tonight and lastnight my focus was on A.) Actual rock surfaces I was going to use, and B.) Testing an idea on capping all elevated terrain with these rock pieces. So tonights post is just to show the idea of capping all elevated terrain with these rock pieces and to…
Needs more light actually coming off of that bright ass Neon sign. The geometry behind it doesn't seem to be getting any light at all. The ground is hard to read what the surface actually is. Right now it looks like dirt-crete. Where are the potholes, the cracks, the bad paint, the black gummy-gunk. Would prefer to see…
I agree with what Kevin is saying. You're sacrificing silhouette and at lower polycounts that very important. Take off the horizontal ones before you take off the vertical loops. I would be less concerned with having a super efficient model. That stuff will come with time and experience. Also the textures are pretty flat.…
Vig knows his stuff. The AO they use on the TF2 models is really noisy across the board, even on characters and hero props like the bomb cart. If you're using xNormal and getting really smooth results, you could just take it into Photoshop and use a noise filter on it to make it fit in a little better. Giving the entire…
Hi! I think the non-rat elements look a bit undefined/ un-descript and the overall creature shape is a bit too artificial. The surfaces look untextured. To help with direction when making design decisions, you could pick an existing game and make the creature fit within the world and visual style. I too would also ask what…