@Anth - yes, textures are hand painted from scratch, the wood is one texture that I modify per model to speed things up. Normal and spec maps too. I am still learning Unreal, the lighting is mostly guesswork at this stage! Had a chance to work some more on my scene last night, and will do more today. Starting to come…
I use a slightly modified Herman Miller Sayl, is pretty cool Things I look in a chair are mostly adjustability. Also really digging dynamic chairs (e.g. active sitting), say if you get a flexible material it allows you to do more movement which reduces static muscle tension. I've found mesh material great for summer, by…
Looks pretty neat. I dig how closed in it feels in the first segment. I think that you could potentially try to keep the texture greyscale so then people that purchase this could just modify color in the material. It might not look as good, but its more flexible for people that purchase it. Just an idea. Could we maybe see…
@Noors Cheers man! @GravityBwlast thanks man. Yeah sure. Basically I retopo in Max to clean up my blockout and then I used a shell modifier. I separated the mesh following the seam i wanted to be and then I just chamfer the edges. After that I used the double turbosmooth method with smoothing groups. Made a gif maybe that…
What app? In max im doing the same sort of thing. I am using very low poly proxy stones that have a substitute modifier on them which points to a library of about 20 medium poly stones which are normal mapped from some highpoly models. The detail rocks only load at render time so its pretty light to work with.
Hi guys, some progress after this almost 5 months, shame on me but my laptop is a nightmare to work on :s I am kinda done with the blockout, even if I have a lot of pieces to modify and some to add. @lotet Thanks I'll definitly refine and work in a clean way for the hard surface. my zbrush scene is a blockout and the armor…
aesir: it depends if you're doing cloth for games, or just cloth for rendering / showing off / generating from Max. Divide By Zer0: Try just looking in the Max help for "cloth". I've had good results by using the "Cloth" modifier... it is quite slow for complex solutions but I don't think you're gonna be able to get any…
For me personally, my own dissapointment with the game was enough to deter me from spending time modifying it. Perhaps that's ironic I don't know. But more than anything, it's as MoP said the lack of ppm support. That was it right there. "Artists are so hard to retain... they seem to get bored easily" They probably have…
I would recommend you UV map the lower resolution version before you add turbo smooth, or mesh smooth to you're modifier stack. An effective method if you've already collapsed your stack and cannot go down in resolution. Would be to export your model out of Max and use a UV editing package like "UV Layout, Roadkill, or…
wow this is lookin like its will be awesome when its done, I really like the subtle hints of green here and there in the texture. only thing is i would slightly modify that shot up concrete texture, it is super easily recognizable from cgtextures, maybe add some fat cracks here and there. like you said its still wip, and a…