So I was bored in class this morning and did a little something to practice my high poly work. The model only took like fifteen minutes, and then I decided to use it to practice render techniques. I originally set it up as just a normal clay render, but then learned how to show the isoline display in the render, which I…
Wasker that is disgustingly good hard surface painting. Stop it :poly127: Moved from speed model thread since they don't want sketches :P Finishing up a game of TF2 earlier, I got the random urge to make a TF2 life drawing kind of looking thing. If i don't think this is horrible when i look at it later, i might decide to…
Looks great adam, I like the idea behind the shot. But with the tendril/door area being brighter and surrounded by green where the robot is almost the same color and brightness as the surrounding wall, the door area kinda draws more attention than the bot. Also having such a wide shot with two focal points almost equal in…
You are a brilliant man SnarG. The grave markers - genius. I changed it. A bit. I thought the things on the buttress tops were tiles, until I looked at the painting forever, at first my eyes bled because I couldn't figure out what was going on with the tops, but then I determined that they weren't Spanish tiles because…
Saiga 12, mid poly. I think I'll be pumping more polygons in the barrel but, the stock, closest to the viewer. Not too sure if I should add more there. Weird shading errors at the stock but that's just the renderer. Need to half the amount of verts I'm using when I do up the low poly. Going to concentrate on the…
oh man thanks! thats immense words Will not show texture flats >: O ok maybe one This changes dependant on distance, so far-out texture uses much more broad lines. I also keep in mind a grayscaled/blurred version when drawing, so width of line is varied accordingly to create a basis for normals/bumpoffset map (all I have…
heather, there is no need to be cautious before taking the next step, you can just jump right into sculpting. don't worry about polycount or anything else right now, just worry about even geometry (for instance you could even lose some geometry at the elbow to get it more square-like. the reason why it doesn't matter is…
jason, is that going to use fully dynamic lighting in unreal? you can then take advantage of lightvector info in the shader (not sure about the new dominant directional, i dont know if that counts or not.) it'll make life easier but lighting less flexible. anyway just a hint I'd scrap the pure black shadows make them a…
Hey Ashley, check this tutorial out: http://forums.mapcore.net/viewtopic.php?f=58&t=6806&start=0&st=0&sk=t&sd=a It's an easy and quick way of generating normal maps for flat surfaces. Results are WAY better than using the nvidia plugin like you did. The final result is alright but I'm concerned about your texture space.…
Yeah, I haven't called the face done...I just needed to move on to the clothing to get a better feel of light reflections and what tones are going to project onto the face from the clothing. I actually have a 2 pixel contours drawing layer that I have over the top of my work that is a direct contour sketch from the actual…