The globe: I wanted to test out an idea I had and the globe was the perfect candidate for it because it was a fairly symmetrical piece, not just in one direction but in several. It was also a simple object to create high poly geometry for if it didn't work out all I had to do was re-unwrap and bake it again. Splines…
I am accepting 1 weapon contracts in certain cases. More often than not all the large contracts start with the completion of a 1 weapon contract. Again it is all a case by case basis. I will put it simply, this is money from my own pocket, if you have issue with how I handle my money so be it, but I have learned all of…
Ok, new update. Here is a few things I have done since last time: - I went back and created a 1024x2048 diffuse which have been overhauled (still wip). - Changed some of the geometry with the help of the image Snader provided. I'm still working on this in my spare time; I need to finish the diffuse, add to the basic normal…
I'm so glad the deadline for this project got pushed back. I thought I wasn't going to be able to finish it. This is the sketch I've been working from: Here is my model with Diffuse, Spec and Fullbright: [IMG]http:///nick.suskitech.com/Timtendo/images/Lowpoly_Tron.png[/IMG] And the wires: I hope to have it rigged in the…
Sorry for the bump, hopefully this makes it more clear what I was saying: You make a UV channel that's just a planar projection perpendicular to whatever axis you want the striations to run along, then apply a material to it with a black and white gradient ramp. Scale the UVs around to get the frequency you want. Then…
Ok, I applied the lightmap to the entire scene and it's showing. BUT, for some when I combine it with the diffuse and vertex color channels within the material the lightmap doesn't show up at all in my renders. I created a standard material and plugged the lightmap into the self-illumination channel in the MAPS section of…
I think you relied a little too heavily on images for materials. The lighting in the brick diffuse is fighting your scene lighting. You have a horrible seam running down the wall. The floor tile doesn't appear to be bumped or spec mapped, if they are its not working correctly or you plugged in the diffuse which is pretty…
It's looking awesome so far. Perhaps you could work more details in to the diffuse? It looks a little monotonous. I appreciate it's a tank and they're hardly the most colourful of vehicles, but maybe scratches where the paint has come away to reveal unpainted metal? Or dirt around the tracks? Scratches can also be added to…
If you need some help with the textures and shaders, I can lend some experience. Working with shaders is something a lot of people find complicated. #1: The cubemap/gloss/specular are all just different shader 'fakes' of the same thing: Direct light refection. Materials that rely on reflection to denote their color (such…
For time it varies wildly. If this was a first person weapon then you are probably looking at 7-10 full working days from start to finish. With that said, the metal on these were heavily worked, and have tons of interesting detail that you can add to the normal map. ZOOM in to see the surface details. Also, be careful…