You should at least change this one
[img]http://i.imgur.com/llibP.png[/img]
NO MY BACKPACK IS PERFECT STOP COMING WITH COMPLETELY VALID CRITICISM
How did you make the zippers? Detail is quite nice =)
Man, all these normal maps flying around make me wish I was half decent at baking
Have a Skyrim inspired doodle:
[IMG]http://dl.dropbox.com/u/37546036/ItWorksAsBothAnOrcTranquilizerAndADateRapeDrug_ThatsGoodValue.png[/IMG]
Reminds me of Zelda
[QUOTE=AlexVestin;37690478]How did you make the zippers? Detail is quite nice =)[/QUOTE]
It's a very neat custom brush: [url]http://karmakat.ca/downloads/?did=1[/url]
[QUOTE=inebriaticxp;37681233]Full size [sp]of the model, so about 12 inches[/sp][/QUOTE]
you raised my hopes and dashed them down again sir.
probably one of the most overdone props:
[t]http://www.leet.cc/az_fireHydrant_01.JPG[/t]
I think crates and barrels are one of the most overdone.
I also think this seam is just a tiny bit too thin.
[img]http://i.imgur.com/ry9jO.png[/img]
[QUOTE=one free man;37690646]Man, all these normal maps flying around make me wish I was half decent at baking
Have a Skyrim inspired doodle:
[IMG]http://dl.dropbox.com/u/37546036/ItWorksAsBothAnOrcTranquilizerAndADateRapeDrug_ThatsGoodValue.png[/IMG][/QUOTE]
Skyrim's stuff is way more desaturated though, unless you were going for the bright and cheery look.
You modeled this? Or is it ripped from BF3 (optimism ftw)?
My guess is that he made it, or it isn't from BF3. I don't remember any M16 models having a LAM on the top like that.
Can anyone point me in the right direction for remeshing a low poly object in zbrush for a high poly paint over? Or at least how to setup an object in 3DS Max or something so that it divides properly without bad topology or whatever.
I redid my mp5 texture. I think I'm starting to get the hang of spec painting. diffuse is almost entirely a shitty base metal texture. details done in spec and normal maps.
about 2 hours in.
[t]http://puu.sh/16zkl[/t]
[t]http://puu.sh/16zko[/t]
[t]http://puu.sh/16zkt[/t]
EDIT: does anyone know any of those fancy sites where you can upload a model and textures so people can see it from all angles etc? there was some dude using it on this thread but I can't find the posts :c
[QUOTE=MrBunneh;37721900]
EDIT: does anyone know any of those fancy sites where you can upload a model and textures so people can see it from all angles etc? there was some dude using it on this thread but I can't find the posts :c[/QUOTE]
[url="http://p3d.in/"]http://p3d.in/[/url]
Even though most of the details should be defined in the spec map you might want to apply some slight edge wear to the diffuse as well so it doesn't looks so flat when there's no specularity going on. The dark splotches look very uniform right now, it might do it some good to tone them down on flat areas.
[QUOTE=RiceWarrior;37721610]Can anyone point me in the right direction for remeshing a low poly object in zbrush for a high poly paint over? Or at least how to setup an object in 3DS Max or something so that it divides properly without bad topology or whatever.[/QUOTE]
if you plan on baking a high poly onto a low poly, you should probably start by making the high poly first, keep everything as [b]quads[b] if you can. another thing you could try is ZBrush's dynamesh feature, might help here.
[QUOTE=azgag;37722784]if you plan on baking a high poly onto a low poly, you should probably start by making the high poly first, keep everything as polygons (not triangles) if you can. another thing you could try is ZBrush's dynamesh feature, might help here.[/QUOTE]
Not to be that guy but it should be mentioned keep everything in [b]quads[/b], not polygons (triangles are polygons, too).
I finally got my book this morning. Blender 2.63. I'm so happy :D
What am I doing wrong? I uploaded a model to that and kept within the texture restrictions, won't upload.
I can upload just the .obj but as soon as I put any texture on it it says the request entity is too big, it's only a simple canister too.
I'm talking about p3d.
[QUOTE=fewes;37722885]Not to be that guy but it should be mentioned keep everything in [b]quads[/b], not polygons (triangles are polygons, too).[/QUOTE]
yeah my bad, couldn't remember that "quads" word
@Livewire: some people on Polycount use a few different 3d web viewer, I'll see if I can find those links
here's my mp5, in lower res so the site could handle it :3
[url]http://p3d.in/6M1w4[/url]
it looks a lot better in a better rendering engine, but hey this way you can look at the whole thing, even if the textures are like half the size.
here's the finished high poly model of my fire hydrant
[img]http://www.leet.cc/az_fireHydrant_01HP.JPG[/img]
and here's the low poly version with baked normal and AO maps
[img]http://www.leet.cc/az_fireHydrant_02.JPG[/img]
hate the waviness when working with cylindrical shapes
[QUOTE=azgag;37727323]hate the waviness when working with cylindrical shapes[/QUOTE]
Smudge tool in PS, 30 mins and you're sorted.
It is a ballache how it bakes like that though.
I wish my bakes came out looking that clean...
[QUOTE=ShoTGuNGuY49;37727917]I wish my bakes came out looking that clean...[/QUOTE]
I spent a few hours on tweaking(LP mesh and/or cage), baking, tweaking, baking, tweaking, etc...
and after you bake things, you kind of know how things should bake, like what to do to prevent wavy lines on cylindrical shapes etc...
Modeled some hair for Templar Assassin after a concept a friend made. Hair pin is a bunch of cards in a row to give the illusion of depth while keeping the polycount down.
[img]http://puu.sh/16KP0[/img]
looks sweet man!
first pass of the diffuse:
[img]http://www.leet.cc/az_fireHydrant_04-2.JPG[/img]
the rust/scratches were made (more like generated) from a curvature map, after a few photoshop filters, levels and hue/saturation adjustments it gives a pretty nice effect for the time spent (maybe 20minutes experimenting)
got the head, most of the backpack, and the tittyflaps (sans tittyflap hinges) finished
[img]http://i.cubeupload.com/aCrRJP.jpeg[/img]
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