More trees, but these actually look half decent.
[t]http://cloud-4.steampowered.com/ugc/612789213492724752/92532010EB5036B2CFA34EBB8B3FBEC296AA94AF/[/t] Trunk still needs refinement, but I think I got the leaf meshes down nicely.
[QUOTE=Stiffy360;43670640]More trees, but these actually look half decent.
[t]http://cloud-4.steampowered.com/ugc/612789213492724752/92532010EB5036B2CFA34EBB8B3FBEC296AA94AF/[/t] Trunk still needs refinement, but I think I got the leaf meshes down nicely.[/QUOTE]
[url]http://wiki.polycount.com/CategoryEnvironmentFoliage[/url]
This should be useful.
Guys I'm quite stuck atm. I am trying to texture a piece of furniture and I can't figure out whether I am supposed to texture the highpoly and bake to the lowpoly or just texture the lowpoly. I was fine with texturing the lowpoly but then I realized it had awful sharp edges that don't look good
[QUOTE=SamuelRowe;43674490]Guys I'm quite stuck atm. I am trying to texture a piece of furniture and I can't figure out whether I am supposed to texture the highpoly and bake to the lowpoly or just texture the lowpoly. I was fine with texturing the lowpoly but then I realized it had awful sharp edges that don't look good[/QUOTE]
You can do either, i believe. I've never textured a highpoly and baked down, though i know it's possible.
I have reached peak efficiency for 2014. It can only go down from here on out.
[IMG]http://files.gamebanana.com/bitpit/screenshot004.jpg[/IMG]
28 tris, 'cause I'm baller like that.
[IMG]http://i.imgur.com/STLzMS9.png[/IMG]
I am fairly happy with this.
[img]http://files.1337upload.net/LargeHam.png[/img]
still got some detail to add
15864 polygons
[t]https://dl.dropboxusercontent.com/u/21161113/random/headset.JPG[/t]
Did a doodle I guess. It's going to be a bitch to unwrap by hand though. What are all the cool kids using for unwrappers these days anyway?
[QUOTE=Lt_C;43682360]Did a doodle I guess. It's going to be a bitch to unwrap by hand though. What are all the cool kids using for unwrappers these days anyway?[/QUOTE]
I've heard good things about [url="http://www.pullin-shapes.co.uk/page8.htm"]Roadkill UV Tools[/url], but I haven't tested it yet.
[QUOTE=SamuelRowe;43682215][IMG]http://i.imgur.com/STLzMS9.png[/IMG]
I am fairly happy with this.[/QUOTE]
The wood texture on that has a very ugly repeated quality to it. You should try to find a better source material next time, perhaps from cgtextures.com.
[QUOTE=Lt_C;43682360][t]https://dl.dropboxusercontent.com/u/21161113/random/headset.JPG[/t]
Did a doodle I guess. It's going to be a bitch to unwrap by hand though. What are all the cool kids
using for unwrappers these days anyway?[/QUOTE]
[url]http://www.renderhjs.net/textools/[/url]
[QUOTE=kaine123;43682946]The wood texture on that has a very ugly repeated quality to it. You should try to find a better source material next time, perhaps from cgtextures.com.
[url]http://www.renderhjs.net/textools/[/url][/QUOTE]
Cheers mate.
[QUOTE=SamuelRowe;43682215][IMG]http://i.imgur.com/STLzMS9.png[/IMG]
I am fairly happy with this.[/QUOTE]
also the wood on the side of it shouldn't be curled down. the top is most likely a slab cut from a larger piece of wood, so the sides would have the grain going horizontally instead of vertically.
[QUOTE=Lt_C;43682360][t]https://dl.dropboxusercontent.com/u/21161113/random/headset.JPG[/t]
Did a doodle I guess. It's going to be a bitch to unwrap by hand though. What are all the cool kids using for unwrappers these days anyway?[/QUOTE]
Headus UVLayout
[QUOTE=kaine123;43684426][t]http://i.imgur.com/svYKAxl.png[/t]
wip
suggestions?[/QUOTE]
Looks good, im really digging the nice crisp edges on the sides of the circles and ovals.
The thing that really sticks out for me is that I can't make sense of what material that is. Is the mesh stuff below the base material of the knife? and it's been scratched off? or is the mesh been on top of the knife and scratched off. Also I think you can add a few more chamfers on the back of it to get rid of those hard polygonal edges and round it off.
[QUOTE=kaine123;43684426][t]http://i.imgur.com/svYKAxl.png[/t][/QUOTE]
I'm pretty sure I've seen a video of someone 3D printing a knife that looks exactly like this one.
Looks good though, I like the subtle details on the blade.
[IMG]http://i.imgur.com/xURQxOI.png[/IMG]
Did a bit of tweaking.
I tried the gambit of the textools unwrapping and even played with the extra generated maps. Given the shape, it was a good test of abilities, and a nice learning process. I'll be integrating a few of the tools into my workflow for sure.
[t]https://dl.dropboxusercontent.com/u/21161113/random/headset_wip2.jpg[/t]
I'll probably rebake with standard ao baking though, I'm not too impressed by the maps it generated. It's good for drafting though, I'll give it that.
finally got this beast UV'd and baked.
HP AO only:
[t]http://files.1337upload.net/AO_HP_1.jpg[/t]
HP + LP AO, it's pretty subtle but it's great when baking an exploded model as it adds some depth:
[t]http://files.1337upload.net/AO_HP_LP_1.jpg[/t]
Edit: gif!
[img]http://files.1337upload.net/biocell_1.gif[/img]
[QUOTE=azgag;43696118]finally got this beast UV'd and baked.
HP AO only:
[t]http://files.1337upload.net/AO_HP_1.jpg[/t]
HP + LP AO, it's pretty subtle but it's great when baking an exploded model as it adds some depth:
[t]http://files.1337upload.net/AO_HP_LP_1.jpg[/t]
Edit: gif!
[img]http://files.1337upload.net/biocell_1.gif[/img][/QUOTE]
that thing is looking good, cant wait to use in pictures, and have monsters or human inside of it. and can the doors be open and closed and the option to have water inside of it and other stuff ?
[t]http://puu.sh/6B8HS.png[/t]
[t]http://puu.sh/6B8Iu.png[/t]
still gotta finish the ejection port but most of the HP is done.
edit: right side
[t]http://puu.sh/6BaAV.png[/t]
Hey guys I'm just wondering - does my work that I post here get annoying or waste space? Cause I've noticed my work looks really half assed even when I do try with a lot of effort and you guys probably don't like it. Sorry.
[QUOTE=SamuelRowe;43698245]Hey guys I'm just wondering - does my work that I post here get annoying or waste space? Cause I've noticed my work looks really half assed even when I do try with a lot of effort and you guys probably don't like it. Sorry.[/QUOTE]
Nah you're good. Everyone started out shity, just how it works! You'll get better over time, just keep practicing and posting and accepting of criticism (like you have)
[QUOTE=SamuelRowe;43698245]Hey guys I'm just wondering - does my work that I post here get annoying or waste space? Cause I've noticed my work looks really half assed even when I do try with a lot of effort and you guys probably don't like it. Sorry.[/QUOTE]
If your work is not good, Garry will make you play RUST!!! Greatest, and most vile punishment ever.
[QUOTE=MrBunneh;43697636][t]http://puu.sh/6B8HS.png[/t]
[t]http://puu.sh/6B8Iu.png[/t]
still gotta finish the ejection port but most of the HP is done.
edit: right side
[t]http://puu.sh/6BaAV.png[/t][/QUOTE]
Is the gun actually made out of a bumpy, textured plastic? If it is I wonder if you could bring it into a program like mudbox or zbrush and add that detail to the normal map. Maybe even through ndo.
[QUOTE=Sam Za Nemesis;43704774]Crossposting from the mapping thread, I've started working on a map for my next project and I'm making assets, including foliage.
pics
VRAD also generates nice per vertex lighting
another pic
You can't see much of the tree in these pictures but it looks like this
another pic[/QUOTE]
something you might want to know, once you add a normal map to your models the model shadows onto other models will not work anymore. Even in CS:GO.
[QUOTE=Sam Za Nemesis;43704774]Crossposting from the mapping thread, I've started working on a map for my next project and I'm making assets, including foliage.
[trees]
You can't see much of the tree in these pictures but it looks like this
[t]http://image.noelshack.com/fichiers/2014/05/1390947044-tree.png[/t][/QUOTE]
Is there anything special you used to make the trees not look so crappy with sharp edges? (besides FXAA or resizing the image; unless that is what you did)
Sorry, you need to Log In to post a reply to this thread.