@Rayph - thanks! ))) @Parnell- I used standard Vray SSS2 material with basic settings. For final image I made several render passes (diffuse, spec, glossiness, light, shadow etc) and then combined them in photoshop Sorry guys for my English I don't speak well
Very cool Fred! I did a very quick and messy paint over on a desert home environment I'm working on. Planning to populate the actual house with props and some outside furniture stuff plus planters etc. Only really got the basic building up so far.
Yeah you gotta really know the engines limitations on device, we use unity3D a lot. I know what you mean about your next gen skills, Ive had to consciously practice sculpting, normal mapping etc just so I dont forget.
It's a elevator platform over a shaft into the ground. Sort of like a vertical mineshaft. I plan on adding an overhead crane, telephone poles, scrap metal lying around, boxes etc but I was looking forward to someone doing a paintover. It happens all the time here, maybe you're new here.
Thanks! Usually I start with a plain texture of painted metal, just so it has a little bit of variation. Then just keep layering on new textures (rust, dirt etc) and use layer masks A LOT. This way you can build up dirt in a non destructive way :D
That looks really awesome! Any chance you'd be willing to share the shader (or make a tutorial for creating it)? I was recently looking for something like this and also came to the conclusion that I'd have to make it myself to get the intended functionality. I'm working on a drivers training game and we are using modular…
Dunno if you're on PC or Mac, but if PC - I'm using this program - it's similar to the old event system of click'n'play,TheGamesFactory or MultiMedia Fusion - and exports to phonegap etc if you want to make android/facebook games also. http://www.scirra.com/ There are more in the way of shaders and fancy stuff around the…
Looking good. I'd drop the knees a bit (maybe too high). Palms/hands seem a bit too long? Have you tried a skeleton? Helps with understanding proportions, landmarks, etc. - or it did me. Cheers. Edit: on second thought I think the knees are right - somehow he's just overstretched vertically?
As it's the last day of 2012 I've decided to sort out all loose ends on this years projects. New ones start tomorrow :) More images can be found here such as wireframes etc http://www.antodonnell.com/art_deco_train.html Also cross posting from here if folks want to see what preceded these images.…
It takes the following things: diffuse (doh) opacity in alpha normal map spec/envmask in alpha phongexponenttexture (gloss) map: r: gloss g: phongalbedotint mask (makes specular pull colour from diffuse) b: unused alpha: rimlight mask And you can tweak fresnel ranges etc intuitively with a .vmt file so it's pretty good