brushes are kewl, it seems easier for items like this to just use photos and manip them a bit (which im sure your doing) but the brushes are giving it a painted look a bit, kinda soft and fuzzy or hazy in places. for the normal, ummm im not sure what your work flow is for this. I usually do a highpoly in max then a low. i…
Blizzard could have made choices to have normal mapping and higher poly characters if they felt those were good decisions to make for their game and its' potential players. They don't use normal or spec because they bake a bunch of different smaller textures onto the body texture on load. This lets you see your character…
EDIT: At the Request of Bethesda I had to take this down :( Hey everyone, Here is an art test I submitted to work on Fallout Vegas. Unfortunately I did not get the job, But I figure I would post it up. Specs: 1x512 Diffude 1x512 spec 1x512 normal 2,498 tris
Yeh an Alienware is what I got now. It's what 5 years old haha. Old workhorse. Look at this, nice find I think. http://www.newegg.com/Product/Product.aspx?Item=N82E16834114796 --- Model Brand TOSHIBA Series Qosmio Model X505-Q860 Part# PQX33U-01G00H General Operating System Windows 7 Home Premium 64-bit CPU Type Intel Core…
I've now placed up some pretty looking trees, Im going to start working on the village pillars next. They will need a Diffue, glow and spec map. I think I may put a spec and normal map on the trees as well
Cross post to my Spec-Ops Helmet detail study. --> http://polycount.com/discussion/174371/spec-ops-helmet-detail-study#latest for ideas, crits & suggestions here is an image, of course constrained to 1k width, that's why it's cut off...
It's a bummer that you cant see the eyes on the jar, it makes it really hard to read what it is exactly. Otherwise looking fantastic! If you wanna bring out the scales more, I suggest tinkering with the spec/rim light/spec exponent maps.
Oh! Can you post the polycount/texture resolution specs from Riot? I've been having a hell of a time finding any of that...do you know what the in game model specs are? Are they different from what you've posted here?
Working on a desk telescope. Whipped up the high quickly tonight. I plan on doing two different low-poly models. One with mobile specs (Actually, diffuse only), and one with modern Physically-Based specs. Should be an interesting experiment!
Solid work dude. You did pretty well on the truck. My only crit is to break up the spec map on the furniture. Add a bunch of subtle white scuffs and scratches in the spec map and it should add alot to the assets. Good job.