Not bad at all for a first attempt! There are a couple things that stand out, however. 18k is definitely too high for this model, but you said you'd like that to be lower, so at least you are aware of it. By looking at your wireframe, it shouldn't be too hard at all to bring that total down. Also, using four 2048's is…
well yes of course you need to tweak the border that leave your shell - don't expect the texture itself or just UV doing all the magic. there are various techniques for making tileable textures though what matters here that the vertical border edges do loop/tile. some google results for making tileable textures:…
AMEN Brother Poop!! cgchat cgtalk 3dtotal.. all these forums are not littered with politcal BS but a place where creative people come together and form a community.. not a ring with two corners where two sides go at it about stuff that has nothing to do with art or 3d or games.. its not conducive to a creative atomosphere…
Holy crap you're right dude, i just gave Bing a shot and found some textures i couldn't find on flickr, google, or cgtextures instantly. Thanks for the heads up. Good luck with the chassis, though i'm a little curious why you're focusing on that element considering you probably wont see the undercarriage. One of the jeeps…
I agree, Im still seeing these portfolios everywhere and 'portfolio season' is already long overdue... I also think a subforum would be great to talk about webdesign/html tricks for your portfolio. Besides that it would be a great place for contractors to find you. I get the feeling polycount is behind on developments like…
renderhjs thanks very much for the crit, all I have textured atm is the main body and the support legs, I didnt even think about a warning sign good idea! I did render a ao but I have changed the uvmap since then so maybe a good idea to render another. Dekard, I have based it off photos I have found from cgtextures other…
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These were done in a Texture and Lighting Class. We had to both light and texture these. The Lighthouse scene was taken from one of Jeremy Brin's Lighting Challenges over at CGtalk. The Character model is the standard Unreal Tournament model which we had to Texture with DIffuse, Bump and Spec Maps.
.fx is directx, he would need to manually parse the .fx for annotations and convert hlsl to glsl, basically too much work. cgFX would be the only gl/dx solution, or custom stuff (like most cross platform engines do). So for .fx a dx based tool would be the natural selection.