[QUOTE=Manneh;44981372][url]https://www.dropbox.com/s/jdjfw7rarrltcav/Template.QC[/url]
This should do as a very basic QC, edited from one I've used to compile.[/QUOTE]
Thanks!
Does anyone have any advice or tutorials for texturing weapons? I've been having trouble doing so for a while now.
Example of what I can do in a few hours time:
[img]https://dl.dropboxusercontent.com/u/27535259/RugerMKIIBake.png[/img]
I can do base textures but I'm having trouble refining them to the point where they look good.
[QUOTE=Overworld;44984807]Does anyone have any advice or tutorials for texturing weapons? I've been having trouble doing so for a while now.[/QUOTE]
Base textures first. Basically unwrap your UV, and in the sections of UV put down a basic color.
[QUOTE=RenaFox;44969057][IMG]http://cloud-4.steampowered.com/ugc/3318338102669885572/69E1C812B4578D14F521AA66B3D045A5B5C1BA9A/1024x576.resizedimage[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/3318338102669888357/98C2E450B81301398556EE61565E399D8A75168D/1024x576.resizedimage[/IMG]
Tried my hand at re-skinning something, tried out skinning the CS:GO cars
This is right thread for this sort of thing, right?
This was my first time skinning something, how did I do?[/QUOTE]
I'm working on a map where these would fit really well, any chance of them seeing a release?
Heres a thing im doing for my exam.
[IMG]http://s1.postimg.org/snndkp3bh/Laneship_OPXA.png[/IMG]
[IMG]http://s27.postimg.org/c1nhpm8lv/HELP.png[/IMG]
Gonna get in touch with my coding slut and make it interactible through unity.
[QUOTE=Sprockethead;44993027]Gonna get in touch with my coding slut[/QUOTE]
I've got to say, that's a new one to me. I'm going to need to remember this one.
[QUOTE=Lt_C;44993392]I've got to say, that's a new one to me. I'm going to need to remember this one.[/QUOTE]
I wish I had a coding slut. Then I could concentrate on being an art whore
[QUOTE=Sprockethead;44993027]Heres a thing im doing for my exam.
[IMG]http://s1.postimg.org/snndkp3bh/Laneship_OPXA.png[/IMG]
[IMG]http://s27.postimg.org/c1nhpm8lv/HELP.png[/IMG]
Gonna get in touch with my coding slut and make it interactible through unity.[/QUOTE]
I feel like the sides need to be a little dirtier. There seems to be something off about this, and having stared at it for a good few minutes, I think it's the contrast between the weathered, dirty underside and the pristine green parts, which look like they're brand new.
[QUOTE=~ZOMG;44996436]I feel like the sides need to be a little dirtier. There seems to be something off about this, and having stared at it for a good few minutes, I think it's the contrast between the weathered, dirty underside and the pristine green parts, which look like they're brand new.[/QUOTE]
Oh definately, i never put much grime on the concept art since its essentially a blueprint.
But im definately going to add some rust and grunge to it.
is it a diesel punk airship?
[QUOTE=Nuclear Arbitor;45003613]is it a diesel punk airship?[/QUOTE]
Yes
How exactly is it suspended in the air? Or is that some mystical, diesel punk secret?
[QUOTE=~ZOMG;45006122]How exactly is it suspended in the air? Or is that some mystical, diesel punk secret?[/QUOTE]
To somewhat the same extent as the buildings in bioshock infinite,
Its essentially a gasious element that becomes able to counteract gravity as it is electrified. So, electric balloons imbedded in the hull.
[IMG]http://s1.postimg.org/zcnt2tbfh/OXPA.png[/IMG]
[IMG]http://s29.postimg.org/xr5kyow85/OXPA2.png[/IMG]
Getting along with the texturing, im not 100% satisfied with the colouring though.
Might someone know of a program that lets you paint normal maps? The invidia photoshop plugin isnt really working for me.
[QUOTE=Sprockethead;45006466]
Might someone know of a program that lets you paint normal maps? The invidia photoshop plugin isnt really working for me.[/QUOTE]
Ndo2
Older version (the latest available version) is free
[QUOTE=The Rizzler;45006538]Ndo2
Older version (the latest available version) is free[/QUOTE]
This program seems to assume ive made a normal map already
[QUOTE=Sprockethead;45006744]This program seems to assume ive made a normal map already[/QUOTE]
If you don't have one then you can hit New Normal in the ndo2 control panel and get a 'blank canvas' normal map I think?
This is going to be a longer project to ever get my head around man.
Unless youre prepared to walk me through this shit step by step
[QUOTE=Sprockethead;45006917]This is going to be a longer project to ever get my head around man.
Unless youre prepared to walk me through this shit step by step[/QUOTE]
haha don't worry man, once you understand how ndo treats your layers you'll have it down
Quixel themselves have some decent walkthrough videos
[URL="https://www.youtube.com/user/quixelteddy/videos"]youtube.com/user/quixelteddy/videos[/URL]
It's a tool worth getting to grips with since their entire suite is getting an overhaul and being released very soon
[QUOTE=kaine123;45012364][url]http://level-design.org/nextgen_generator/[/url][/QUOTE]
Quasi Real-Time Puddle Model
Dual-Quaternion Bird Physics
I have three new videos: two cover modifiers and the the last shows a powerful way to use the Symmetry Modifier. If you want a way to create environments and decorations quickly don't miss the last one.
[url]https://www.youtube.com/watch?v=hvOJ89aqRaE[/url]
[url]https://www.youtube.com/watch?v=IqRyITaM-XA[/url]
[url]https://www.youtube.com/watch?v=ttQQajM82jI[/url]
[QUOTE=- Livewire -;44961134][img]http://i.imgur.com/kgLnbvQ.jpg?1[/img][/QUOTE]
did you just copy sci fi hallway from unreal 4 and changed the lighting a little bit? ALso the lighting doesn't make any sense, all the light sources are bright af, but the hallway is completely dark. Not good not good
[QUOTE=GoldPlatinum;45014471]did you just copy sci fi hallway from unreal 4 and changed the lighting a little bit? ALso the lighting doesn't make any sense, all the light sources are bright af, but the hallway is completely dark. Not good not good[/QUOTE]
Sorry this doesn't meet your standards, this is in UE3 (so has a 3-point lighting system) which causes a ridiculous lighting bug which requires you to rotate your UV's if a modular piece is rotated, while we work around this we darkened the lighting so you can see what we have without the weird lighting stuff happening.
And no, no pieces are from Unreal 4 as they were made by me in 3DS.
[QUOTE=GoldPlatinum;45014471]did you just copy sci fi hallway from unreal 4 and changed the lighting a little bit? ALso the lighting doesn't make any sense, all the light sources are bright af, but the hallway is completely dark. Not good not good[/QUOTE]
Then why is it in today's Polycount recap?
[url]http://www.polycount.com/2014/06/06/polycount-recap-28/[/url]
[QUOTE=GoldPlatinum;45014471]did you just copy sci fi hallway from unreal 4 and changed the lighting a little bit? ALso the lighting doesn't make any sense, all the light sources are bright af, but the hallway is completely dark. Not good not good[/QUOTE]
this guyyyyyyyyyyyyyyyy
Co-worker of mine made an awesome script for 3DS max that enables node based exporting of assets from a max file. So say you have 4 desks you need to export from max...instead of having 4 max files you have 1 with all desks in them. But you say "oh I already have a script that will auto center and auto export multiple assets with a single click" yes there are some out there, but this one will export your collision, LOD's and geometry without you having to fuck with the pivot points of each object to make sure they are all lined up correctly.
[media]http://www.youtube.com/watch?v=HAadp8UiheM[/media]
Definitely check it out! it's pretty sick. You can also give each node a specific directory to export to as well. Past two jobs I've had have had node based exporters and they are a dream to work with. You can find the download in the description.
I have a question about 3dsmax:
The top is what happens when you make two segments Planar, it takes both segments and kinda makes them touch in the middle, but this kind of distorts anything that the line on the right is touching:
[IMG]https://31.media.tumblr.com/4af23aed4ad9021b55c5aa6e0c945da5/tumblr_n6szauLuX41sg9awbo1_400.png[/IMG]
I need to make the left segment flushed with the right like you would by aligning it, but by only moving the left segment.
Also, what's just a generally good resource for information on texturing? I don't mean how to texture [I]good[/I] but rather how to do it at all. Like I have my UV unwrapped but I don't know where to go from there- such as setting it up in another program to texture, and what's the best solution for non-Photoshop texturing? Gimp?
probably snap to vertex
.
[QUOTE=General J;45027793]I have a question about 3dsmax:
The top is what happens when you make two segments Planar, it takes both segments and kinda makes them touch in the middle, but this kind of distorts anything that the line on the right is touching:
[IMG]https://31.media.tumblr.com/4af23aed4ad9021b55c5aa6e0c945da5/tumblr_n6szauLuX41sg9awbo1_400.png[/IMG]
I need to make the left segment flushed with the right like you would by aligning it, but by only moving the left segment.
Also, what's just a generally good resource for information on texturing? I don't mean how to texture [I]good[/I] but rather how to do it at all. Like I have my UV unwrapped but I don't know where to go from there- such as setting it up in another program to texture, and what's the best solution for non-Photoshop texturing? Gimp?[/QUOTE]
Yea snap to vertex would solve that. On the topic of texturing, I always refer this tutorial to any one who wants to know the over all work flow ((this is the previous gen work flow but it's still very much relevant))
[url]http://cgi.tutsplus.com/tutorials/how-to-create-a-video-game-dumpster-the-complete-current-gen-workflow--cg-127[/url]
[IMG]http://s28.postimg.org/n57pdpcgt/DYNAMO.png[/IMG]
bzzt
[editline]9th June 2014[/editline]
[IMG]http://s1.postimg.org/jc9rbj733/brrzt.png[/IMG]
more brrzt
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