I have started to do mock ups and reference pics before I start to do the final! Inspiration comes from the iconic Walkman, Cassette, and Frequency Radio! Keep in mind there will not be a ton of detail because it is Mil-spec. Constructive criticism welcome! Images below is are SKETCHES. The names im considering ( Replay,…
We have 30 haircuts and 10 beards models + textures to make and may be more later. Spec is pretty low (1.5k tris maximum), so that's not necessary to be a specialist but you must have experience a bit with hairs models creation. Plz send relevant sample if you have at 3Dmasala[at]gmail[dot]com
I'm stuggling to find any decent information on how you go about texture maps for these weapon skins? Everything seems to have quite strange terminology like "finish" and "pattern" - seems pretty odd.. I'm assuming pattern is just diffuse texture and finish is picking out of a bunch of shaders? Is it possible to plug in…
MSN chat would be preferred. Let me know if you use it. My team and I are just discussing what our specs should be and number of bones came up. We decided we needed a new dedicated animator, but even just having someone to chat with about this subject would be helpful.
I am using blender and trying to do particle effects on a DOTA 2 item. I have tried both SMD and DMX formats exported with _fx post texts as per games workshop specs. I have also watched their tutorial. I am now stumped hopefully someone can get back to me :poly132:
Work in progress. Trying to do a whole scene using as few textures as possible. With the exception of the hologram on the console and the front of the...cell...thing, the whole scene was done with two tiling 1024x1024 textures, with spec, normals, and emmisive maps. I know it's not done quite yet, but still looking for new…
Absorbing this info , I get my map imported but everything is so extreme!! highs are way to high and lows are huge crevasses. I am painting with the greyscale specs that are advised and my deviation in greyscale is minimum, but the transition is so harsh. %50 grey as a background with a line at %55 creates a huge…
Hello! I am grateful to everyone who gave me advice on this thread. Later, I'll get back to Ingram model - it has to be completely rework. Now I tried to create a simple model in order to train in the nextgen texturing. Low-poly Shield. polys/tris: 316/632. Diffuse, spec, normal map (1024x1024):
Here is the low poly sword with Diffuse, Normal, Spec and Gloss Maps. My first attempt was unsuccessful because I tried to go the photo sourcing route, which was counter-intuitive. The new diffuse textures are much heavier on the hand-painted side. As always, critiques are encouraged.
I went to a indie games talk recently where Adam Saltsman, of Canabalt and Hundreds fame, said he made ends meet when he first went indie by specializing in low spec art - is there no demand for low poly, diffuse only characters in the freelance market?