Hi, Is there a way to simulate the rim lighting effect, blending of the rim light, and the opacity of the edges on a mesh to make it look like a cloud. This would have to be in the material shader to apply to a mesh. no particles. the edges would be a alpha map or some channel in a diffuse or normal map Is there a tutorial…
And i cannot find any resource online either. Snif. I have mudbox and zbrush in my disposal for the time being. I only know about subdivision baking so when i add anything extra i dont know how this can be added to the main object's normal/diffuse map!
So I decided to remake one of the first complete characters I made when I started my 3D journey almost 4 years ago. Here's the old version in all it's full glory: And here's a render of the sculpt of the new version: And here is the point where I am at the moment, hand painting the texture, diffuse only:
I've been used to the next gen workflow and i wanted to do a handpainted diffuse only character for once. I found this really cool character concept in my reference folder (don't know the original artist :( ) So this is what i have so far. Trying to get the right silhouette . first 360 wip…
i made some zombie-fighting girls with waterguns!!! it started as an remake of the game 'zombies ate my neighbours' but ended up as original characters instead!! nice! i aimed for a a low polycount that's suitable for handheld devices. i also played around with shaders to give them a nice anime-look! uguuu!! the characters…
Hey guys, I'm new to Polycount. I have been over at Game Artisans since I started game art. To say the least, I am hoping for Polycount to be my new forum. I am starting this thread as a practice thread for my hand painting textures. Diffuse only. The first one is a stone pathway texture. Inspired by WoW.
Hi ! Here is my last work, the deus ex 3 sniper rifle (dunno if this image is official but I like the artwork): First the ref found on the internet : http://www.deusex3france.com/wp-content/gallery/artworks/Sniper%20Rifle%20Variations.jpg The Hi-Res : Renders in the marmoset : 7300 tris and 2048x2048 Diffuse, Normal, Spec.…
My studio is looking to purchase a tree / vegetation model library for our current game project. I was curious if anyone had any recommendations of a good library that they have used in the past. We are looking for low poly game assets preferably with normal maps, spec maps and diffuse textures. We are looking to spend…
I've been working on this puppy off and on for a while now and I think I finally got to a stopping point Friday. I wanted to see what you guys thought before I finalize it and added it to the ol' portfolio. Its 6728 tris and I used 2048s for the diffuse normal spec and gloss. C&C welcomed and encouraged.
Hey guys im working on this piece for my portfolio, rigth now i got the basic structures down playing around with the enviroment, the only crit i need right now are for my two main textures i will be using throught the map what do you guys think?are they perfect or should i change them?this is only diffuse no spec or normal