[QUOTE=fewes;35567591]What I meant was you should redo the (blurred, in motion) texture for the rotors, as it could use some improvement.[/QUOTE]
Ah, I see... Do you suggest anything I could add? I do see your point on improving the blurred texture.
Been working on a sword for Skyrim with Nirrti. As always, his model, my texture, which is still in progress. I generated a quick normal just to see how my engravings would work in gamebyro.
[img]http://dl.dropbox.com/u/21161113/broad_wip3.jpg[/img]
Also, death to creation kit's pseudo modelviewer application.
Engravings looks absolutely amazing, but the base textures could use some work. They're a little plain.
I have to agree with ZOMG, also what texture rez are you using to get those kind of details? 1k maps?
The sword doesn't look sharp :x
[QUOTE=~ZOMG;35573250]Engravings looks absolutely amazing, but the base textures could use some work. They're a little plain.[/QUOTE]
As LT_C said, the textures are WIP, rather heavily at that, AFAIK currently they're just pretty much base colors, as he just wanted to see how the engravings'll look in Gamebryo Jr.
[QUOTE=azgag;35573775]I have to agree with ZOMG, also what texture rez are you using to get those kind of details? 1k maps?[/QUOTE]
I think the normals are 2048x1024 in that pic. Although, when finished, they'll be staggering 4096x2048, because fuck optimizing because it's gamebryo.
I just finished working on this wagon for my intro to 3D modeling class. It's the second model we've had to do for the class. We needed to model some kind of wagon and keep it under 10,000 polies. We also had to make it to-scale so I called my dad and had him take pictures and measure my old Radio Flyer Town & Country wagon. I thought it came out looking fairly well. I guess I'll unwrap it, texture it, and port it to source later.
[IMG_thumb]http://filesmelt.com/dl/wagon.png[/IMG_thumb]
Look good, but the wheel don't look very optimized.
(I was gonna post something but it doesn't worth it, so i'm gonna stick with mapping)
Can you post a wireframe render please?
[QUOTE=assassin21;35579886]Can you post a wireframe render please?[/QUOTE]
[IMG_thumb]http://filesmelt.com/dl/wagonwires.png[/IMG_thumb]
do you plan on having that in an engine?
if yes, 8k polys is far too much for such prop, it should be like 300-400 polys
[QUOTE=azgag;35582809]do you plan on having that in an engine?
if yes, 8k polys is far too much for such prop, it should be like 300-400 polys[/QUOTE]
I plan on optimizing it later. It's really just the "second" model I've made since it's intro to 3D modeling. Our instructor just wanted it to be under 10k polies. Most of that is because of the chamfer boxes and other small details that aren't needed in games.
[QUOTE=azgag;35582809]do you plan on having that in an engine?
if yes, 8k polys is far too much for such prop, it should be like 300-400 polys[/QUOTE]
That's madness. If you got that down to 500 polies it would look like arse.
8000 is high, I admit, but there's no way that could get down to 400.
[QUOTE=azgag;35582809]do you plan on having that in an engine?
if yes, 8k polys is far too much for such prop, it should be like 300-400 polys[/QUOTE]
400 is like nothing dude
[QUOTE=azgag;35582809]do you plan on having that in an engine?
if yes, 8k polys is far too much for such prop, it should be like 300-400 polys[/QUOTE]
Gee, are we working in goldsource now? I didn't get the memo.
Grew bored of gun (again). Needed to get my texturing fix.
[img]http://i30.photobucket.com/albums/c327/link_master_92/locker3.jpg[/img]
I swear, every time I think "No way this can look better than it does right now using Xoliul" Marmoset surprises me.
It looks good, but the fact that the texture for the doors is the same one is quite obvious.
Can't spell locker without lock.
[IMG]http://i30.photobucket.com/albums/c327/link_master_92/lock-1.jpg[/IMG]
Those are really scratchy for being locks.
Locks tend to get scratchy.
I don't think they get [I]that[/I] scratchy, even heavily used ones. I think most of the wear would be on the turny bit.
[t]http://theajblog.com/blog/wp-content/uploads/2009/02/p2060738.jpg[/t]
Don't get me wrong, it is pretty. I don't think it matters in the long run; especially in comparison of the scale of the lock and locker.
[editline]18th April 2012[/editline]
You should model some mouldy food and sweaty gym clothes to go into the lockers. It will feel like high school again.
I think the scratches could be bigger, you never see scratches that fine on locks like that, most of the wear is from being either dropped against the locker or paint rubbing off from being turned so much.
[QUOTE=FloaterTWO;35614877]I think the scratches could be bigger, you never see scratches that fine on locks like that, most of the wear is from being either dropped against the locker or paint rubbing off from being turned so much.[/QUOTE]
Hmm, you're right. It looks sort of off scale due to it. Off to make a texture with scratches for smaller models then, I guess.
[img]http://filesmelt.com/dl/heye1.png[/img]
[editline]18th April 2012[/editline]
[img]http://filesmelt.com/dl/heye21.png[/img]
Looks a little... tumor-ee.
That's an incredible hound eye, but you forgot the weird alien butthole things on the sides.
[QUOTE=MenteR;35615480][img]http://filesmelt.com/dl/heye1.png[/img]
[editline]18th April 2012[/editline]
[img]http://filesmelt.com/dl/heye21.png[/img][/QUOTE]
Those eyes have always creeped me the fuck out. the fact that this still does means you're doing something right.
Looks like a bowl of blueberries.
Working on some 2nd armoured division guys, using those 29nth infantry guys.
[img]http://dl.dropbox.com/u/50169265/2ndarmouredshowoff.jpg[/img]
[img]http://dl.dropbox.com/u/50169265/2ndarmoured.jpg[/img]
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