Wow these are absolutely incredible! I'd love to see how something with that much detail is tackled for a project like these. These links should work for people who can't see them... http://www.kevinjohnstone.com/%7Ekevinjoh//Images/UT3/Liandri/LT_Ybeam.jpg…
I think the process that he describes goes like this: 1. Render out a basic skylight image of your object - Example 2. Delete the skylight from your scene. Apply a material that has a high specular to your object. Through Render Elements get an image of your spec highlights - Example 3. Take the two images into photoshop…
None of the images in the post show up for me. If I edit the page source the images are linked as "https://www.kevinjohnstone.com/~kevinjoh//Images/UT3/Liandri/LT_Gootank.jpg" and when I try it I get: "Secure Connection Failed www.kevinjohnstone.com uses an invalid security certificate. The certificate is not trusted…
Nah I'm just doing it like Szark is talking about, because of exactly the problem you mentioned. I just save the specular image as a 32bt TGA so I can composite it neatly onto the skylight rendered image and tweak the levels of the specular so it looks right. I don't even put a light in the plain render version, I just…
hey ror, incredible stuff, this is like all your pixel pushing detail gloriously multiplyed in 3d. technology have really placed you in the sandbox ;) hope to see some tutorials from you again, your old site was a great community effort. note: i couldn't see your images with firefox, only with IE (??)
You can see here that the wire still read fine at 1024. I started my career making 32by32 and 64by64 textures on playstation1 and its surprising how much is still readable if you balance colour and tone in a more photographic fashion. The real problem is more to do with the balance of assets in the scene, a lot of the…
Well I make a spline shaped like the shape I want, then use the bevel modifier or the shell modifier then chamfer. I'm guessing you are more concerned with edge flow, tidying up a shape like that so you can then take it into zbrush when its all in nice quads to aid subdivision is the tougher part as you need to gradually…