weisheng: awesome goku! gothasaxwindsor: badass mech,is it traditional subd or using zbrush for example? spetch: nice sculpt and I especially like the coloring
UVs and Bake almost done. Now i have to polish the Normalmap on some small parts and then starts the best of all: texturing :) Other Details as example the lines on the magazine i will do with ndo2
Granted they look similar. But there are major differences at the same time. I mean if you take the staircase for example, the scale, size, width, and detail is complelty different from one and another. Plus the modelling required here is not complex, meaning results could look similar.
Wow man, that thing is looking great. I've been experimenting with the workflow example you shared last week. Finishing up a piece for my portfolio, it's a Crysis 2 weapon that melts you inside of your armor. C&C highly appreciated! Polycount: 17k Maps:
A few example swords from a mod pack (for Rome 2) I am working on. These are using massive 2k textures, the final pieces will use 512 maps :) Any crits and comments most welcome and sought after! With wires here: http://4.bp.blogspot.com/-H9-shCtyyk8/U0HydaNPPyI/AAAAAAAAAYM/OvQNxJflh4c/s1600/swords_wires_001.gif
try to reduce the number of polygons, then a you can apply to get a smooth detail, try to keep your mesh only quads and tris and the MOST Importantly is the facial topology, is essential that you 'follow guidelines example I dont know if it will be for the render but I watch quite disorder in several areas of the image.…
Now that UE4 is out i'm playing with it a bit at home: [ame=" https://www.youtube.com/watch?v=72RpmMZvSPU"]JordanWalker LostDepths - YouTube[/ame] A small project i'm playing with in UE4. Started with FPS Blueprint example. Started messing with movement, camera shakes, got in temp sword and shield model. Added run. And…
@ YBourykina: looking nice. Keen to see some more. @ Renaud Galand: ALWAYS happy to see some new rads from you. She looks ace and how good is Matteo De Longis. Another crappy bust from me. Trying to learn some Blender. Played around with materials and cycles render'er....... This is not a good example but man I dig Blender.
could you show your wireframe on top? As it looks pretty normal to me, while you have faked smooth phong shading on it, creating the illusion of a highly detailled mesh. The geometry is still lowpoly, how should any light create realistic smooth shadows if what you throw at it, is a pretty edgy lowpoly model? at least the…