hairly slot? i dont see the similarity there. unless you mean moustache of the DFX done before...(ya chinese moustache is kind of similar there, no choice for that, ancient chiense don't have razer blade to shave moustache XD) that chinese style pudge done by DFX actually was based on chinese chef. my one is fisherman. big…
It looks like you have a nice high poly model. Are you not baking your high poly onto your low poly model? I can tell the low poly has a normal map applied, but it looks like it's just taking a normal map from the diffuse texture? That surface detail is killing the low poly as well. I would be really careful about adding…
Definitely! I've lost my way with the deus ex look, Not sure where to get the gold now! But it's going to become a big focus once I get some more of the assets in, I promise! Yeah my tutor commented on the stones, It was a placeholder texture that I removed later. Here's what I'm working on at the moment: texturing the…
tried to bake textures in 3dMax and found some tricks really useful for architectural rendering that I do. I'm satisfied with details, they look quite sharp. But... I'm so stupid - had an idea to make trail on another mesh but something stopped me at this moment. The back is so ugly :( Well I'm going to work with another…
Its a pretty good first pass. Here's my two cents: - The detail, between the blades, is really noisy. Its hard to make out what any of it is. - The texture of the who axes reads more like stone than metal. The spec doesn't have very much contrast. Metal should have nice high contract to make scratches, dings, and knicks…
Throwing up a new update before night end: I stopped in UDK to start working on small-scale assets. I wanted to create my own modular stair and railing. (shown below) I have yet to texture them, but I have baked my normals [with some xNormal pains] to low-poly assets. I am going to be making a few barrels, boxes/crates and…
Heya, these all look ok so far, but somethings you can change: Your Bench(?) has dark edges, when really they should be highlighted, even if its meant to look worn, the fresh wood inside the plank would be lighter then the outside as it hasn't any dirt on it. So lighten up those edges! The same goes for the stone blocks…
@bipolarbear45 Thanks for the positive comments mate. Yeah that does make sense, I think the big gaps near the top and bottom of the handle make it look really thick. I found that sculpting in Zbrush is really easy to get started with, its quite intuitive once you learn the fairly busy UI. The hard part seems to be in…
Great concept and great 3D model that does the concept justice. I remember seeing this concept and thinking how awesome it would be to see it in 3D. The tail has a bit of a stone feeling to it. I'm not sure what's causing it. But it just doesn't seem quite right to me yet. On the concept the tail seems to get slightly…
So since the last post, I´ve been playing a bit more with lightning, with taking consideration to your feedback R3D! I´ve also finalized the walls for the storage house. Aswell making a roof for that one aswell. Yesterday I started to play with the vines, making them feel a bit more thicker, which I succeded with I feel.…