Thanks Logan :) @Captain Narway Thanks for the tips, I'm working on a cap for the 2nd floor, floor which i can then hopefully also use to cover up some of my wall seams. I attached tubes to the monster and gave him a chain harness, its more of a support harness than a restraint harness, since he is in the process of being…
Makes you wonder about 2nd and 3rd generation games on this hardware... what's left to improve? The thumbnail of that YT video is as close to offline CG stuff as possible IMHO, we couldn't really make something to look any better. The only, only thing is cloth simulation which we can run offline and fix any problems on it.…
Thanks for all the comments! So the first one is the original, and the second one is the same lighting conditions, but with the diffuse light effect on the key light turned down. The 2nd one is better in terms of blowout, but I feel like it loses some of the drama. It looks like the chair is just floating there, almost.…
How are you baking the normal map? You can't bake a normal map as if it is a diffuse map. You will likely need to apply the normal map to the lowpoly as your "high poly" and then bake that to your low poly with the 2nd uv set. Exactly how to do this will vary by app, so knowing which app you use will help. You can also try…
Be aware that toolbag 2 uses pbr and therefore a slightly different approach to texture maps. I think, while shiny things always look fancy and beautiful, that your tiles look a little too clean and reflective(as in the 2nd picture). It could be the grunge map you mentioned, though. Normally you would put that into the…
Finally, retopology is done! Such a nice feeling. Body/Face topology is pretty dense as I used the 2nd subdivision level. I want it to be smoother than usual, so both the textures and animation look less jaggy. Still with that the Character is at 76k tris without hair! So I'm expecting him to go well over 100k, but that's…
I like it. Looks exactly like what I'd expect to see as an enemy in Diablo. The game is not really known for the most detailed enemies and that is just fine in my book. I personally don't think the stand steals the spotlight. I notice the form of the character first, and the stand 2nd or third. I mean it's prominent but…
Here's a tiled texture I'm working on in Z. I can't wait to paint it! Its my first real attempt. I'm loosely following the Vertex magazine tutorial by Fanny Vergne (2nd issue). I wouldn't consider myself a texture artist, but its a nice break. I hope to work on some concept sketches for the hard surface armor during class…
1st, welcome =) 2nd, take the url tag out and just paste the address. Or if you have the image link use this <font class="small">Code:</font><hr /><pre> </pre><hr /> Technically the UBB code for a URL goes like this <font class="small">Code:</font><hr /><pre> MyTextHere</pre><hr /> 3rd, looks pretty cool, pretty high poly…
Mario galaxy definately fits in better with the style i have in mind. *edit* I think i will do the lines and the rivets as normal map details. good idea yeah? *2nd edit* I'm starting the texture again from scratch, i'm going to make it a touch less simplistic and add in normal map details. Drop in any ideas if youve got…