The process was quite simple. Mesh in 3DS Max then Diffuse in Photoshop and Crazy Bump for Normal Map using several layers of black and white to keep the most control as possible. So, no sculpt or Hi poly for the props, that was a choice in order to save time. For the carved wood stuffs, this is basically from pictures of…
@Baddcog - That's a good point, I've started cutting down on unnecessary polys and it's feeling much better. For the roof, are you saying there are too many lifts and edges? I was looking to break up the mipmap/blurring issues with the texture so I figure the more skewed geometry the better. @Iciban - Here are my diffuse…
Wouldnt it be better so just do the feathers with the diffuse/color map and skip the normalmap on them? from my experience feathers don't have that much volume. Your are looking very thick atm. Just my opinion. Great improvement on the body btw, not quite there yet but lightyears better than the first versions
Will it still work in maya? I thought they had to be squared off. and no more black area... and how do I know if the ration is 1:1? The checkers will look the same all the way around the model? What is a local map? Why are there so many maps? Texture, UV, diffuse, spec, blah blah blah...
heres my progress so far... crits would be GREATLY appreciated. Let me know if you'd like to see flats 2048 textures diffuse normal spec 1024 texture alpha illumination (let me know if i should scrap the alpha or illum) thinking off adding some glowy bits to it.
Looks pretty cool. What's the texture resolution? What maps are you using, diffuse, spec and normal? What kind of viewport shader are you using? The moss or ivy seems to be over ridden by the normal map? Also there are some shadows that don't seem to make sense, I wonder if they're spots on the normal map?
nice site man really digging the scrolling/static page, my only crit is that the 3d artwork link is just a link to the main page, I would make a gallery page and send the link there. Also the Diffuse/Specular/Normal links at the bottoms of the trailer images could be in a bigger font. looks good though
Oh also, for the barrel, you need to cap those holes, theres no geometry to trace onto those sections so you're just going to get errors there. What i do is model some indents for stuff like that(usually floating) and then just make that section black in the diffuse and specular, works quite well.
Almost done ! My semester is over too Yay! I already saw lots of great stuff here so far and I learned a lot from you guys ! :) I am making a presentation sheet. I will submit and post them tomorrow. Here is final low poly model with diffuse map.