I used Mudbox actually. I find mudbox more straight forward - quick and painless to get something to look somewhat good :P This what an AO map looks like The darker area near the top is the bottom of the rubble, I just put a plane underneath it (the model is not directly on top, but a bit higher) so it would give it more…
Ha ha yah quackish means - Quake-ish, apparently I don't know how to spell :P I've been looking over Paul Richards artwork (its unbelievable how talented that guy is) and i feel like it'll help my sub d modeling a lot if I focus on the sci fi theme... machine built type stuff. Hey Armanguy :) I'm doing the door more so for…
Hey Jason, in case you haven't checked out Hourences tutoruals here's the link to his explanations of lightmapping. It also comes up quite a bit throughout the other stuff on his site. http://www.hourences.com/book/tutorialsue3lightmap.htm Diggin the work!
Good point Wilex... i heard the same rule for characters, and now that I think about it... setting your smooth groups for environments pieces makes more sense.. because its not organic, and if i have those nice hard edges... they should use separate smooth groups for it. Or i could be wrong... I'll try it out. Update will…
Hammering out more models for the scene, and started on one variation of the wall (this one will only appear once, but smaller variations will be coming). I also got the floor texture in there. Once I flesh out the scene with all the models + texturing the models, I'll start working on Decals that will help break the scene…
It looks pretty. I looks like you may have some smoothing errors. Give your high detail meshes a pass in zbrush or mudbox (some sculpting tool) to get some dents, dings and scratches into it to give it history and scale. You may get better results previewing in UT3, those (first post) look great. You're on the right track,…
I had an instructor that would set all his normals to the same group he said that he just painted in his edges hard. He was a lead character artist for Star Craft Ghost. Maybe thats just for characters though. The instructor i have now always adjusts them according to the surface and how he wants the edges to feel. He…
Looks like your making progress keep it up. I was wondering how you did your fence obviously an alpha/opacity but one of my instructors informed us that it was more cost effective resource wise to have two planes on top of each other with the normals facing opposite directions rather than having a double sided alpha.…
Alrighty some newer stuff to post. So this was inspired by one of the Too Human screenshots (http://xbox360media.ign.com/xbox360/image/article/704/704011/too-human-20060501024926584.jpg) of the cool holographic light things... and decided to make it into some sort of holographic pillar :P So this is the high so far... I'm…
Alrighty all so this is the scene I'm working on. I decided to change it up a bit. If anyone hasn't played this puzzle type game called Crimson Room then PLEASE go and try it, I was sucked in and instantly inspired... so now I'm making my own"crimson room... no red though" inspired room. My plan is to take the atmosphere…