Hey everyone! I've been working on a recreation of the first level of System Shock 2 in the Source engine (featured on RPS and Kotaku), and based on the support and excitement from the Internet community, I wanted to give a proper go at doing a mod in Source rather than just a level remake. I want to keep it small in…
Ghost Recon 2 has shipped for the Xbox so I thought Id show the work I did through Streamline Studios on the cinematic. I did the texturing for these high poly heads. Each head consist of a diffuse, bump, and spec map. Im not sure if the modeler wants to be openly credited or not but as soon as I find out Ill be sure to…
Thank you. I am not yet prepared fof workshop. Need some time to grow my skill and remake some models. May be a bit later I will submit them to dota 2. For now I am working over other russian contest, that I dedicated to the dota 2 universe.
I just came come a few hours ago...I was out of town,so I couldn't be able to do a sketch for Day 2... After many retries/deleted sketches...this is what I come up with.Also can anyone recommend any tutorials/lessons? Let's count this as Day 2:
Hey thanks for the input so far everyone. I put in some more work on the first 2 textures... 1)I sharpened the image and redid the normal map 2)I sharpened this image also, and changed the metal texture a bit I also started to create the room, fill it with stuff, and light it.
okay so one of the characters i made for resistance 2 is the star of his own show/ rap video???? probably one of the most bizzare things i have ever seen... i guess this is what moves units in japan.. i haven't decided if its the most horrible thing i have seen in my life, or the greatest...…
Hi guys, I have a problems with bake by name mesh in substance painter. The bake work properly for every piece, except for 2 pieces, I really don't understand. If i bake only these 2 pieces everything work, but when i bake all the pieces not work. I already check the name between the low and high poly. Have you some…
Hi guys thanks for the feedback, Agreed the texture usage does seem excessive but there is a reason behind it. That is why there's a breakdown incoming. As are some additional shots to see the material definition better. In this shot the key light is above and behind the visible metallic surfaces so you're not seeing…
Thank you for this! some of these are really helpful 1 - yes, some areas, such as the square bumps in the middle of the head, i left unchamfered purely out of haste. should the high poly have any hard edges at all? is it only the low poly in-game mesh that needs hard/soft setup? are there benefits to hard/softing the high…