[QUOTE=Quinnjdq;38229835]Brush strokes and color pallet are what make it off imo.[/QUOTE]
the proportions of the weapon were quite cartoonish, and the weak/non-existent(?) specular also felt pretty to me, surely you can see how I got mistaken?
[QUOTE=PLing;38222013]Where are you rendering these? An actual engine might show normals etc. better.[/QUOTE]
3ds Max. Not sure what else I can use.
[QUOTE=nomad1;38230470]3ds Max. Not sure what else I can use.[/QUOTE]
if you want to take nice screenshots, Marmoset toolbag is nice but isn't free.
an alternative to that would be UDK, it's nearly as easy as drag-and-dropping models and textures in there (you'll get more control on the materials in UDK than in Marmoset, and it's free).
[QUOTE=azgag;38230835]if you want to take nice screenshots, Marmoset toolbag is nice but isn't free.
an alternative to that would be UDK, it's nearly as easy as drag-and-dropping models and textures in there (you'll get more control on the materials in UDK than in Marmoset, and it's free).[/QUOTE]
True, I also just remembered that I have a copy of DarkSHADER so I am going to see how it looks with the SM3 shader Bond1 wrote couple years ago.
Edit: I have had my eye on Marmoset but ATM I don't have the money for it.
[QUOTE=nomad1;38230915]True, I also just remembered that I have a copy of DarkSHADER so I am going to see how it looks with the SM3 shader Bond1 wrote couple years ago.
Edit: I have had my eye on Marmoset but ATM I don't have the money for it.[/QUOTE]
You'll be better with UDK. I had a shitload of problems with Marmoset refusing to use alpha channels. Plus it's free.
Content related, I've been working on a low poly head base mesh. It's got a few weird stuff around the mouth but I'm not really concerned about it for now as my objective is to finish the whole thing first and adjust later.
[img]http://i.imgur.com/t3uZu.jpg[/img]
The chin/jaw is really narrow, take a look at some pictures of real faces. You'll notice that even the people with narrow jaws have it much wider than that. It's all about reference.
Not perfect but the production time was pretty fast.
[URL=http://imgbox.com/adknsAkx][IMG]http://t.imgbox.com/adknsAkx.jpg[/IMG][/URL]
[QUOTE=John117;38232052]Not perfect but the production time was pretty fast.
[URL=http://imgbox.com/adknsAkx][IMG]http://t.imgbox.com/adknsAkx.jpg[/IMG][/URL][/QUOTE]
Bigger image please?
[QUOTE=mdeceiver79;38233293]Bigger image please?[/QUOTE]
Just click on it, dog.
[QUOTE=John117;38232052]Not perfect but the production time was pretty fast.
[URL=http://imgbox.com/adknsAkx][IMG]http://t.imgbox.com/adknsAkx.jpg[/IMG][/URL][/QUOTE]
too much noise in the normal map, reads as stone and not metal.
Not enough HEV arm remakes. (heavy wip)
[IMG]http://i50.tinypic.com/2s60mcl.jpg[/IMG]
The upper arm should grow in diameter and I'd suggest, for the cloth bit, that you just have a cylinder and you take it into mudbox or sculptris and you sculpt it into what you're going for now.
[QUOTE=John117;38244867][IMG_thumb]http://s10.postimage.org/yqm09m4fb/buttons.jpg[/IMG_thumb][/QUOTE]
Looks really good. I was wondering how you achieved the braiding effect on the cables? Is there a particularly simple or easy technique to this?
Working on a modular spaceship set:
[img]http://puu.sh/1kmFP[/img]
[IMG]http://i.imgur.com/aFN0p.jpg[/IMG]
can somebody show me how to remove camouflage from a texture in Photoshop?
here's an example: [IMG]http://i45.tinypic.com/1zovt6t.jpg[/IMG]
is it possible to remove just the camo texture but leave the detail?
[QUOTE=John117;38241332][URL=http://imgbox.com/aczMWPKr][IMG]http://t.imgbox.com/aczMWPKr.jpg[/IMG][/URL][/QUOTE]
I think you could improve it by cleaning it up a little bit, try giving more edge and shape contrast between the metal and non-metal parts, for example I think the stand looks too soft to read as metal.
[QUOTE=- Livewire -;38247188]I think you could improve it by cleaning it up a little bit, try giving more edge and shape contrast between the metal and non-metal parts, for example I think the stand looks too soft to read as metal.[/QUOTE]
Thanks. I'll take that into consideration.
Now for today's challenge: figure out what this is.
[IMG]http://s8.postimage.org/q1hmvtz1x/whatisit.jpg[/IMG]
sci-fi manhole?
[QUOTE=Reason134;38245287]Working on a modular spaceship set:[/QUOTE]
No kidding! So am I!
[t]https://dl.dropbox.com/u/21161113/mapping/lt_zenobia0026.jpg[/t]
booleans are actually quite useful, but most people won't use them because they were taught not to as beginners (and rightfully so)
[QUOTE=I<3 LongBeach;38246514]can somebody show me how to remove camouflage from a texture in Photoshop?
here's an example: [IMG]http://i45.tinypic.com/1zovt6t.jpg[/IMG]
is it possible to remove just the camo texture but leave the detail?[/QUOTE]
not really possible, best bet would be to import it into a 3d modelling program, bake out an AO map and multiply that over the colour you want to replace the camo with. Then you'd mask that layer over the original carefully so you could keep the blood and such. It looks like the pockets are painted on so you'd have to redo that too, unless you could possibly extract them from the specular mask (unlikely)?
[QUOTE=I<3 LongBeach;38246514]can somebody show me how to remove camouflage from a texture in Photoshop?
here's an example: [IMG]http://i45.tinypic.com/1zovt6t.jpg[/IMG]
is it possible to remove just the camo texture but leave the detail?[/QUOTE]
I'm pretty sure I included an OD green texture so you could recolor it however you want without having to do that?
[QUOTE=Lt_C;38256113]I'm pretty sure I included an OD green texture so you could recolor it however you want without having to do that?[/QUOTE]
yes you did and thank you for that very much! but i was just using this as an example so i can reskin some other models