So, lacking any taste or real artistic skill, I've settled for tasty instead: Work-in-progress shots of the livery. Work to be done: -Sort out the side logos -Smooth out some of the gradients -Roof logo contrast -Some alignments -Bottom of door dark patch -Move AO into alpha channel so it can be applied to the reflection
The forklift is looking nicer but as Swing said it needs a (noticeable) spec. The wheels look dirtier then the previous texture which is awesome, much more realistic, however while the rest of it looks quite dirty, the black beams over the roof area look a little to clean. I know there off the ground but i think a little…
Did some work on the interior of the lower cargo deck: So this will be the first area of the ship which get "game ready". So at the moment I'm adding more geometry and also decide which parts will be using tileable textures (e.g. the ground, roof and the X-Walls) and which one will get unique textures (e.g. the collumns…
There's probably ways to reduce how apparent it is by getting finicky with your modeling and adding extra edge loops but, but it'll only reduce it not solve it. Your best bet is really to hide the seam, so instead of splitting in the middle of a tile like that split where the flat edge meets the rounded edge and come up…
Hi! I haven't posted in a while, but here's a tower I'm working on as a portfolio piece and I'd really appreciate any feedback. It's heavily influenced by the film "Tangled". This is the high poly WIP and I think I'll tackle the roof tiles next (I'm planning to model tiles to bake into a texture). Any tips or comments…
Thanks for the reply, i've used the Bend modifer before but wouldn't know how to get the results in picture2. do you think he would have had to re-uv the meshes? how would you go about making the roof parts using the bend modifer? this is a screenshot of a few meshes i've made using the bend+twist modifers
Yeah, I'd move the grass plains so they're coming through the cracks. Also the vines on the mid-left of the bottom picture look oddly flat. I'd also have more variation in the roof tile colours - only slightly though, having tiles that are a little tiny bit lighter or darker would add some nice variation.
Took it into Zbrush to see what I can get out of it in terms of sculpting some detail, generate some normal maps to see how the UVs are working out, also textured a bit in polypaint (definitely not my strongest suit). I don't know if the polycount (roof) and UV Map is a bit of an overkill. Would appreciate some feedback on…
one thing i would love to know if it's possible to do in maya: show only the uv's assigned a specific material. example: you have a building with a wall texture, a floor texture, a roof texture. it's one solid mesh. in the uv editor all uv's are visible at once. how do you only show uv's that are assigned the wall texture?
Hey guys, sorry for such a long delay on the progress of my stuff. I haven't abandoned this thread, I've just been really under the weather lately. I'm still working on the wood texture and the roof, but I've been working on the well for a good portion of the day today. Tell me what you guys think, any feedback is…