Thanks lamb! I based it off of Faf's workflow for the tileable textures http://www.polycount.com/forum/showthread.php?t=125737 I applied it on geometry to cut it off. For now, the latest image was to show where I am right now. It wasn't intended to give that plastic look, so I'll most likely adjust the materials as I go…
Here there is my first animation uploaded on Sketchfab ! To get the 3D model click here --> http://www.polycount.com/forum/showthread.php?t=125736 Have a nice day ! [SKETCHFAB]70cd9882ea594531b183305c35157657[/SKETCHFAB]
BBFirefly Thanks for the heads up. Your right, I should do another outside scene, thinking an urban abandoned building. Gathered some reference material here. ClusterOne I agree the lighting does look very flat; I mainly made this scene as a portfolio piece that could aid me in applying for various similar roles like…
Hey! Its a good start :D I've not done much hand painted stuff at all so someone else may be better to explain the areas you need to touch upon at the moment i think the textures may be too noisy and possibly lack a bit of depth. Good places to compare your workflow to are the Siege of Orgrimmar art dump…
Your bike is simply GORGEOUS ! But way TOO COMPLEX for "post-apocalyptic" vehicle. The true post-apocalyptic bike will be a basic two stroke contraption 125cc max -Very frugal... can run on gazoline, methane, Vodka etc...- that can be dismantle & put back together in a moonless night by a half brained midget suffering from…
Good start man. Right now the texture is feeling very chaotic. You should try going a lot simpler and focus on the values and lighting first. Never forget where your light is coming from. Here are some handy tutorials to help you get started: http://www.polycount.com/forum/showthread.php?p=1259024#post1259024 :)
hiii im just starting , getting used to this, i have lots of ideas but im stuck in 3d modeling , cant even start to display it. i had my mind in this Sven set... if we want we can try, if im too slow or bad then you can find someone else http://www.polycount.com/forum/showthread.php?t=125685
You're on the right track. Texture-wise, I'd suggest you play around with the specular maps some more. Have a look at some wood-grain alphas like this one: http://www.creativecrash.com/system/photos/000/011/555/11555/big/screen1.jpg?1251121141 You could also use that to develop a normal map on your model. If you have a…