Making an entire level is a very ambitious undertaking. I'd suggest making a very small environment, or a building or something like that. A nice little art test that we sometimes have people do is to make the exterior model of the house that they live in. Try to do that in under 3000 triangles, with diffuse, specular, and…
Thanks for the input, I totally forgot about the wireframe. Here it is. Leviathan:I tried adding some moss but I guess it didn't work out. pliang: I'll reUVmap the bowl I've been noticing it too. Renderhjs: that shouldn't be too hard to fix, thanks. To get the right feeling of metal, do i use the specs mostly to apply the…
above and beyond the fur, you're global lighting is irregular and I think thats what Johny is trying to get at. Try baking a nice directional and GI bake lighting pass and layer those into your diffuse map. Work in grayscale only to get nice volumes defined and all your critical stuff reading well at intended viewing…
The polys includes 4 copies of the room, other rooms out of the view and also two character models off-screen. I had just stuck the game in editor mode (no culling) to take some snaps. All the textures are generally 128x128 with a simple diffuse map. The props are between 100 - 500 tris each, depending on what they are.…
Hey! Interesting project 👍️ The model looks a bit flat to me (nose and chin for example). I think that's partly because surfaces miss specular highlights. You could either try to achieve this with shader & lighting or paint it in the diffuse. Also some parts of the face could use some more redness (ears, cheeks). The ears…
Hey folks, I was teaching one of my texturing classes yesterday, and one of my students handed this in. I was floored. Excellent work! The assignment was to make 4 crates on a super simple cube, yet create the illusion of depth with the various techniques that I teach... All in the diffuse... There are no specular or…
Ghost Recon 2 has shipped for the Xbox so I thought Id show the work I did through Streamline Studios on the cinematic. I did the texturing for these high poly heads. Each head consist of a diffuse, bump, and spec map. Im not sure if the modeler wants to be openly credited or not but as soon as I find out Ill be sure to…
Hey guys, my newest project is a diffuse-only character to practice my texture painting. I chose to model a Kirin, which is basically the Japanese/Chinese equivalent to the unicorn. Here's the quick sketch concept: And here's where I'm at now: The planes on his body are for the whiskers and his fire stuff. I want it to be…
Hi guys, first time posting my stuff up here but here's a model of the lovely Cammy I recently finished. Its 20k tries (went a little overboard, probably could get it down if i went back over it :/ ) and 1 2048 diffuse, spec foc/int, and normal map and rendered in Marmoset. Any way heres a few renders and a turn around…
I have a pillar that is Decimated out of ZBrush and I am trying to render to texture and not only is my diffuse map picking up this streaked lighting issue but my normal map is as well. Topogun renders out my normal and AO map just fine, but for more complex geometry I feel Max's render to texture with supersampling on…