These are turrets I made for the mod "valkyrian wars" Imperial Light Tank image - Valkyrian Wars Mod for C&C3: Tiberium Wars - Mod DB Concepts: Imperial Anti - Tank and Gunner Turrets Theyre 512x512, Diffuse only. Now that I come back to it, I did make the lighting a bit to blueish.;) Please crit, I always need to improve.
- Fantasy Sword Original Concept Art by: War Hammer Online Update 2 - Sketchfab test Shader is funky, not loading the diffuse half the time. Also its making the model super shinny... [SKETCHFAB]zSlqkXzUrqxtaTUQA81rewHjp14[/SKETCHFAB] LINK I rendered the HP with Vray, first time using Vray so they came out abit grainy…
I'm trying to make a pbr damascus steel material, but I'm a little stuck. Something about it doesn't look quite right and I don't have a sample nearby to reference. Anyone have any ideas on what I can improve? It's rendered in UE4 with a diffuse(only 2 colors), normal and roughness maps, and metallic set to 1. Thanks.
Hi Here is my first attempt to create a stylised texture using substance designer. I wanted to get some feedback before creating more stylised materials. Below is the two version of my material : Here are my maps (in order : roughness, normal, diffuse) for the wood base. At least my graph setup and a link to my sbs files…
did my best on an unwrap of a simple object to become a noteboard, cork board sort of thing. i made a simple diffuse but i see it being applied on each different part of the model.... the board itself, the sheets, etc. feels like a simple error along the way somewhere. can someone please help me?
I'm very new to this whole 3d modeling thing, and I've had a lot of issues with creating a normal map, but none of them have stumped me like this. There are these very obvious and ugly seams showing up. Any idea's on how to prevent this from happening? high poly: Low poly: Normal Map: Normal map as diffuse:
I'm wondering if anyone knows how to bake information from a low poly character, with the normal mapping texture info in a lit scene, into a texture file? I'm toying with Surface Sampler, toying with the "Diffuse Map" and "Lit and Shaded Color Map" output settings and so far I'm getting black image files.
So, I'm constructing a sci-fi gun for my space marine. I just finished baking the high polygon mesh and added a basic color. Just wanted to get some feedback before I start on the diffuse map. This first image in gray is the high polygon mesh. The second is the low polygon with the normal and an AO map. Thanks! :)
Been working on this axe which is from I believe Warhammer Online. I've been putting off working on this and I figured posting it here will be the push I need to finish it. Concept: http://1.bp.blogspot.com/-9QOFPjK6Q5w/TXhjEiTkvaI/AAAAAAAAAGw/3abOObfea4g/s1600/axe_original_conecpt.jpg Not sure if I'm gonna go for a…
So i decided i wanted to do a low poly demon for some rts type game. It's at 434 tris and uses 3x256 textures-diffuse, specular, and alpha. Here it is with 100% luminessence. I also did a walk render- if anyone knows where I can host a free avi, that would be great. as always C&C is welcome