Chris is pretty much spot on. your texture overlays are far too abrassive, and the end result doesnt look anything like a real material. space marines are metal and right now it looks like paper with a leather picture. Also, if the idea is to have a paint hand-print on top of the metal you should approach the material and…
Upload your images to a image hosting site, and add them with the IMG tag. Really it's so much more nice to open a thread and see what is in it. And now I list my message because I wanted to check something and I lost it. -Work on your renders, the most important thing now, is get some shots off the…
My personal workflow for hard surface or organic modeling alike. LP and HP stands for LowPoly et HighPoly. Green softwares are just my personal choices, but many of those steps could be done with other softwares. I just think that 3D-Coat is insanely good for retopology/unwrapping/reordering UV Sets. Substance…
[ QUOTE ] Do anyone think there will be a job boom whenever next gen consoles are out and more and more titles are released? [/ QUOTE ] As much as i think the PC as game platform is going to die. There's more work involved and [insert what ror said], but if you look at the xbox360 lauch titles, they all look horrible.…
In a rare moment where I disagree with Pior, I have to say that is a pretty bad example of lighting and rendering. The shadows are all washed out and uniform, it makes it hard to see exactly what's going on. Looks like a ZBrush screen grab, which in general is not great for showing off modelling skills, unless you spend a…
Hmmm... as sample images, I feel these you've posted need a lot of work. As Hawken mentioned, the statue is not a very good example of normal mapping - the lowpoly version has a huge amount of polygons wasted (look at the back of the head - what were you thinking?!) The urinal/plunger model is decent, and the texture might…
...hell i can't even get them to snap...midas well see if i can get any more traditional solutions for my problem...that and actually explain my problem. i typically polypaint my textures, and i rarely bake them and most people that do hand painted diffuse textures seem to be able to get away with cutting their uvs into…
Hey Guys, Decided to improve my portfolio, eliminating the weak entries. Replacing some with newer more polished work. And improving the presentation of some. In July 2012 I started a new portfolio site, and haven't really updated it since(, untill last night). Back than I based it on Hazardous' and Anuxinamoon's with a…
So I've read a thread by visoutre about all kinds of problems with baking normal maps in xNormal which was posted a few years ago, but the solutions given there weren't that much of a help to me, so I assume that I am doing wrong something else. I fastly modeled a cave like thing in ZBrush and exported the High and the Low…
I've always wanted to make a good and intriguing dungeon crawling game, with a combat system based on animations and timing, think of something similar to the combat system used in dark souls. The combat should be challenging but fair, however I never really had the time to start making this, until now. The player will be…