maybe you could try something more rounded for the glasses Like this : http://cdn.trendhunterstatic.com/thumbs/futuristic-incognito-sunglasses-by-maison-martin-margiela.jpeg or this: http://cdn.shopify.com/s/files/1/0193/6253/products/8964b.jpg or why not...this :…
Thanks SsSandy_C & noniol. For your question: It's just a basic max material (see settings in the image): http://imageshack.us/a/img27/7863/89i1.jpg For the plastic parts I added one of max's procedural noises to the bump slot. Then just some basic spotlights: http://imageshack.us/a/img13/8110/ykjj.jpg For rendering,…
I think people are gonna need a bit more than this.. Show us the model (and original texture?). What is it? What kind of material is it made off? Will you be using a normal map? Give us some info to base our comments on. Right now all I can say is that it's a bit gray.. and the shadow areas in your textures are almost…
Took a break from modelling for a couple of hours to put a texture on this thing (images on solid BG are in the link under it). http://imageshack.us/a/img811/8985/pwh4.jpg http://imageshack.us/a/img545/1139/wi9d.jpg http://imageshack.us/a/img201/9468/trbb.jpg http://imageshack.us/a/img69/1115/tsuk.jpg…
This is a great idea, but I think having images for every linked thread makes it feel really cluttered (maybe just do one per-game?). Also I'd sort them alphabetically. Brink: http://www.polycount.com/forum/showthread.php?t=85669 Wolfenstein: http://www.polycount.com/forum/showthread.php?t=66876 F.E.A.R 3:…
One way to do this is to convert your normal (used to sample the cubemap) to polar coords, rotate as desired, then convert back to normal coords. Heres some C# code i wrote a while ago. Its not optimized and Im not sure if you want the "xAngle -= 90.0f;" line.static public Vector3 ToAngles(Vector3 normal) { float yAngle =…
That's awesome, Slainean! I've got a similar thread going on the UDK forums, would you mind posting your code there, too? http://forums.epicgames.com/threads/899690-Player-Position-based-Material
I think in xview There are a number of useful additions you can turn on. That can show up bad geo. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-26CAF521-851A-4F91-8937-C44B40BB20F-803.htm,topicNumber=d28e179244 Also the STL modifier you can add at the top of the stack, can test for stuff not…