Here is my WIP of the Low Poly. I have completed the 2nd pass of normals and am currently texturing. The mesh is 30,806 tris atm, but that will change accordingly. (35k tri restraint) There are various problems w/ these renders: - still figuring out final color scheme. (Mimicking the Cobra color layout) - The logos are…
Ohhhh now i get this whole dropbox thingy... its weird. One of my teachers joke "It wasn't in my internet.". Cest la vie. About design... yeeeeah my fault. The decal on top was added at the end because top doors where looking really empty. I'm really not into wh40k. I'm really sorry for my ignorance. The reason why design…
First texture pass! The bird poo might be a bit much... I'll probably move that sort of detail to decals, which is also why there are no leak patterns from the tubes yet. The ivy outside my apartment building has turned golden yellow on the edges. Although it was marvelous in real life, I'm not sure the look is what this…
Looking good. Shep is spot on w/ it needing a bit of organics. Few other notes: - Ground is a bit bland at this point. - The inner arches have a very noticable paint peeling shape. I would make the texture more neutral and use something like decals to break up the repetition. Right now that chunk tiles a ton. - Pinkish…
@theonebutcher thanks for the link, it helped me to take high res shots :) . I was using the old print screen + paste method :poly142:. ____ I didn't notice that photobucket were shrinking down my screenshots, happens to be that the free accounts have dimension limit :poly141:. I changed to dropbox for uploading my stuffs.…
So you mean retopo by hand in order to save even more tris? Well there will be one static sun light and slight reddish light from the ground due to small lava cracks in the ground... well i ll be using tiling normal maps anyhow. I might just need ONE area where there is a unique "crack", since there is one running through…
Current things to fix/do: =Shadows =More rust/scratches on tool box ~get reflection maps working (omit the rust) ~make a spec map ='Corner piece' still has very basic texture =Finish props ~wires ~computer monitor ~hinge for door ~texture for door ~several other things that don't really need mentioning =The texture on the…
For both, decals and sweat from your example, you can do the following: 1) create a new material (gold/paint/etc); 2) enter Dynamask by clicking on the mask area; 3) select the black template; 4) click on "paint custom layer" (brush icon); 5) proceed working on the new layer the way you usually work in photoshop, pasting…
honestly I'm intrigued, I was hyped as hell for Brink and liked it, it just kind of died quickly it seems. Foot looks good too, only glaring issue I can see is that complete lack of blood splatter decals appearing behind an enemy you shoot. I can't fathom why many shooters remove these, they are pretty much essential to…
Hey that texture is much better, i think the colour is a bit off in my opinion i would have it lighter more yellowish then brown. I also think you should scale the bricks up a bit more, not sure how closely you want to follow the concept but the house is only 7 bricks high in theres, so the scale may help. I would also do…