I'd like some feedback on ways to Improve my Workflow and overall work quality. In terms of Modeling, UV Layout, Texturing & Material Definition How do you go about Creating your Maps? (Diffuse, Spec & Gloss) for Normals I tend to use nDo 2 or Sculpt and bake with xNormals Portfolio
Hello, I'm a new member (signed in yesterday) as well as a Game Art student at A.i.-SD and I'm here for critiques on my projects. I was working on this alien knight/samurai hybrid yesterday, but I wanted some critiques before I get into unwrapping the model and making diffuse maps. Uploaded with ImageShack.us Uploaded with…
Had to jump on the I *heart* Warhammer/Mythic bandwagon, saw this concept and just had to model it. Still working on the textures and adding details like the book sitting on top. The desk/props are 950 tris, x2 512 diffuse textures. Crits and comments welcome, of course, thanks in advance. EDIT:: forgot the concept..whoops…
Just started using the new Ddo today and it's pretty awesome but one thing i'm not seeing anywhere is how to specify embedding maps into your final exports. With legacy Ddo i could export say, diffuse with specular as alpha. This was a huge time saver so i'd love to be using it here!
Hey I don't have Cryengine 3 SDK installed, nor would I know how to use it. I was wondering if someone could extract all the textures associated with these two models and post them so I can download them. Diffuse, spec, normal the whole deal.
Hey all. Im pretty new here but so far Im digging the forums. I popped this in the what are you working on forum but things move so fast in there its hard to get feedback sometimes. So here goes. 4739 tri's, basic diffuse maps and a flat screen cap from Max. Original wires:
Thought the tower was a fun initiative so I decided to participate with a little something. Heres my first WIP post of my card house that I guarantee will be strong enough to carry the floors above ;) Ill be using 3 uv sets for diffuse/specular, normal and AO to save texture space.
Seeking a 3dmax artist familiar with basic shaders, simple textures and a good eye for color The task is pretty simple, setting up
basic shaders and diffuse colors/textures for stylized characters. Compensation is negotiable. If this something you are interested
in, please send samples of your work.
Hello! I'm curious about one thing: which technique would you guys use for texturing plastic? I have to create a small plastic soldier, like the ones in Toy Story. The model is done, but i'm analyzing how to make it look good. I have completely green diffuse, baked normal and no idea on specular.
I just finished this interior shot of a tavern. I hand-painted all the textures. Even though this is in UDK, I wanted it to still maintain a stylized hand-painted feel so I limited my use of the materials editor. So, only diffuse maps and alphas. Still not completely satisfied with it. Any suggestions?