UPDATED! 9/9/2012 First of all, congratulations to all my friends back at ArenaNet on Guild Wars 2's success! Now that it's finally released here's some more work I did: The Sylvari were easily the most problematic of all races in Guild Wars 2. Everyone seemed to have their own ideas as to what they should look like. I was…
Hi ! This is a character I recently finished for a freelance commission. It is based on an provided concept, after some discussions with the client, I modified some bits here and there. -Hand painted Diffuse, 100% unlit. 1024x1024. Screenshots directly taken from maya viewport -Polycount: 5190 tris for everything. -Done in…
It's been a long time coming but it's here finally... Instead of just the odd appearance in WAYWO, emerging from the depths of obscurity now and then to ask for feedback. I also have some work on the NDA shelf I'm eager to post in future but you know how it goes till then. First of all let me dump all the junk from the…
Hi, I am on the lookout for websites/artists/papers and so on that focus on real time lighting, if you know any please post. Jobs Examples http://www.polycount.com/forum/showthread.php?t=137992 Lighting Tutorials http://www.polycount.com/forum/showthread.php?t=51209 Artists http://www.scottgreenway.com/…
Hai Polycounters, I've run into a problem with a texture in Max. I'm on the tail end of teaching myself how to use it (originally a Maya user - the experience has been very painful but needed), based on a tutorial. I'm testing out my texture on the model before I really delve into it, but I've noticed that I'm getting…
Greetings guys; I am having an odd issue related to baking the texture from hi to lo. No matter what, I end up with results like this: The goal is: I am kinda new to how this thing works but these maps are 2048/2048 Edge padding 16, bucket size is 512 and antialiasing is 1x (using xnormal here.) I know this is kinda noob…
Hey! I just finished my latest weapon! It's a Springfield XDM! It took a lot of time and hard work manipulating the geometry, but worth it! The Springfield XDM is using a 2048x2048 texture and the red dot and rail mount are sharing a 1024x1024 texture. The glass for the red dot sight is on a 512x512. Each material consists…
When I load a image into my materials in max and display them in the UVW editor background they seem too small. So the other day I was working with two different images. One was 512 x 512 and the other is 512 x 32. The 512 x 32 displays at double or triple the size - which is what I want my 512 x 512 to show up as. I'm at…
Most of you are I'm sure familiar with SS2 (System Shock 2), but if you are not, here is a link that has some nice screenshots. http://www.saleck.net/creations/gamefixguides/systemshock2mods.php My main questions is as a beginner to texture mapping. What is a good method or workflow to get that exact style of sci-fi…
Hello, I've been trying to make UV's with a proportion like 512x256 in Modo, but couldn't quite get it right. Is there any way to make this properly? Thanks! :)