Thanks everybody ![]()
Added some normal detail and the specular map:
[Blocked Image: http://img132.imageshack.us/img132/2964/zombie3ur0.jpg]
Thanks everybody ![]()
Added some normal detail and the specular map:
[Blocked Image: http://img132.imageshack.us/img132/2964/zombie3ur0.jpg]
nooba: Thats hawt as hell dude!!!!
Teddy: You shocked me with that zombie D:
[Blocked Image: http://tarky.org/textures/tile_01_small.png]
Originally designed at 1024x1024, just a crappy little tile that i did..
A bit more zombie-like now...
[Blocked Image: http://img297.imageshack.us/img297/3669/zombie10bmf4.jpg]
(in the rain)
needs more hair, facial and on the top. atleast a little sign of hair.
I don't agree necessarily. A bald zombie butcher sounds about right ![]()
As facial hair goes I'm cool with what you have right there, no qualms about it from me.
wow. very nice.
now, how fast is this guy going to move? are we going to be able to sit back, appreciate the texturing/modeling, and /then/ kill him?
Quote from dissonancewow. very nice.now, how fast is this guy going to move? are we going to be able to sit back, appreciate the texturing/modeling, and /then/ kill him?
He's a fast motherf... you don't really want to do that ^^Thanks all ![]()
st0lve, I agree it could look scarier with a few straws of hair indicating just recent hair loss due to zombiefication, we'll see ![]()
Quote from TeddyBearFinal height product from my first real-world computing experiment (an entirely unique personal invention):[Blocked Image: http://img197.imageshack.us/img197/9858/handheightvu3.jpg]
It differs a bit from the other one posted earlier in the way that it contains 428 frames of footage instead of 38. The result is proof I can take any real world object and turn it into 3D (with height and normal information) with one digital camera recording and one click in Photoshop. This can save a great sum of money as the studios producing the same results today do it with terribly expensive and complex equipment. A patent application is in the works
Alright, I've optimised the computation with a more accurate stack opacity calculation; I realised that the previous one wasn't constant in its height increment. This and a few other additional overall improvements.
[Blocked Image: http://img168.imageshack.us/img168/8476/laboration1aproductlq0.jpg]
I'm thinking about starting a testing group for method improvements, would anyone be interested in this? Only requirements are a digital camera with a rec. function and fun ideas for objects to scan. ![]()
Well, I have a video camera which is the same thing (probably better since it's higher resolution) - so I'd be interested.
I'd love to! You'll get to see my normal mapped penis!
Haha just kidding but I have a digi cam with rec and I'd love to help ![]()
d3, next gen~~~
old texture, new maps
[Blocked Image: http://www.st0lve.net/portfolio/pictures/tex06.jpg]
I'm also very interested in this digicam thing. I own a Canon Powershot a510 (with video(clip) function).
feel free to write a pm.
Cool guys!
Please check this out: http://www.mapcore.net/forums/viewtopic ... 169#128169
Quote from Pericolos0cool diffuse, but the normal map doesn't add anything at all! In that diffuse I see big protruding and angular pieces of rock, but the normal map does not have any of that. Just some pits and cracks.
Yeah, posty gave me some nice pointers on how to build it up in a better way. I guess I have to try to do it better, I just haven't done much stuff with the silly nvidia plug-in yet
I'll improve it.
Making a normal map for a rock texture like that is almost as much work as making the texture itself, I think for the best result you should probably try to model it ![]()
Quote from SkjalgMaking a normal map for a rock texture like that is almost as much work as making the texture itself, I think for the best result you should probably try to model it
Nah, I though about modelling atleast the main things, but I actually think I made some progress last night, so I'll try some more in photoshop. Cause I really, really suck at modelling organic things D:
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