After some critiques and studying the Eat 3D Sci-Fi Floor tutorial (thanks Mike!), here are my results. Been working on this for the last week or so; I re-arranged/optimized UV's for higher textel density, re-did my hi-polys and bakes, and textures from scratch. It was well worth going back though. Scene still needs some…
I've managed to get in on this as well. Didn't think I was going to make it with family and holidays delaying things. This is the first weapon I've attempted and I like how it's come out. I've just finished modeling and moving on to baking. I'm thinking my low poly is a little too low on some of the circles/curves so…
Kerrigan LIVES! ...finally :) I'm still not 100% happy with her and I think I would tackle her completely differently next time, but experimenting was still fun. It's too bad she got pushed off and delayed so many times and trying to pick up in the middle of an unfinished project is a trip of Gandalf level proportions.…
Looking awesome! I would really love to see that close-up shot without the blur applied though. What references were you using for the textures? This rifle looks like it has seen zero hours in the field in most areas, and then we can see some wear on the decals on the magazine. It feels a little inconsistent. It looks like…
Math and programing might be good hobbies indeed but unfortunally I just need a convenient tool that just works and not a puzzle game or kind of sport achivment of doing something "procedurally" . From their recent videos it smells they are trying to improve its ovreral usabilty and make their soft not only flexible but…
Thanks everyone. I tried to stick with my main reference which showed most of the weapon in a very same color / material with only subtle differences. Retrospectively some more tweaking would not have hurt indeed. Unfortunately not, I tend to do edges more soft than they should be in the Highpoly :P Definitely true, that…
I'm from Turkey. There's only 6-7 Turkish members in this entire forum. I found this website via a link posted at game-artist.net about a decade ago (other major game art forum back then). I lurked about a year before decided to register here. I was doing offine renders and very basic bsp box ut2004 maps. Then UT3 game…
oh :P I think this IS possible, and in fact is similar what I'm working on implementing for the texture based specular solution that you posted about further down this subfoum. So far I have sphere mapping working from the light's perspective, but I'm certain a different form of projection can be had with some further math…
You don't need any uv for option 3. Shadow is like a projector. Pretty much like a decal. Its the object shown from the light's perspective. To simulate omni/point light, you would use a cubemap depthmap of the object, captured from the light location. For directional light, its simpler. Imagine like you place a camera on…
MadnessImport: Thanks for those links. I've been on this site for about a decade now and I never knew about those threads. Super useful! Crazyfingers: I understand how difficult everything is, and I'm certainly not making light of the skill needed to make something of worth. Thing of it is the project is just myself and a…