Quote from Term!nator525and the next thing, only the mesh but it is modular
[Blocked Image: http://bildupload.sro.at/a/images/spacestation_render_station3.jpg]
Reminds me of Freelancer; me gusta!
Quote from Term!nator525and the next thing, only the mesh but it is modular
[Blocked Image: http://bildupload.sro.at/a/images/spacestation_render_station3.jpg]
Reminds me of Freelancer; me gusta!
yeah, a bit. Its funny how everyone thinks different about the design and why it looks how it looks.
Star Wars, Star Trek, Homeworld, Battlestar Galactica, Mass Effect and even Stargate.
Btw. the current Spacestation with Textures (Spec, Bump, Diffuse)looks like this (rendered in 3ds max)
Quote from Pericolos0hehe it just looks like current day ISS modules to me
. Would be nice if you would vary them up a bit. Throw in some versions with different sized shapes
Same here, the first shoot with small station was ok, but this is way to repetitive
Well the front view of the spaceship looks like a ferengi (star trek) ship for sure.
knj I think the spirals look weird because they are thin flat ribbons that spiral many times instead of a broader shape with a few cools, and the spaces end up being thin and deep. compare with these ionic columns:
Ionic columns:
[Blocked Image: http://upload.wikimedia.org/wikipedia/en/c/cb/SixIonicOrders.jpg]
in comparison to real ionic columns yours is more dizzying and broad with deeper channels
This is a fire simulation that I made in 3ds max using FumeFX.
Mr. Happy thanks for a feedback, it will help ![]()
but i've seen so many pic's of columns and i can say that there are LOADS of different variations of columns, i used ref where the spirals are the same thickness all the time
Practiced some hipoly modeling, normal baking and texturing. This is the result:
[Blocked Image: http://i.imgur.com/WoCsQ.jpg]
Supernicenice
Quote from Pericolos0looks supernice!
basically. too early to call it pretentious?
It looks super cool Step !!
@terminat0r : the interior of the antenna works nicely ! but you should work the bottom a bit more ! add it color variations and other patterns like bolts and stuff ![]()
Here are somme assets i did for a scene i'd like to make finally reel ![]()
[Blocked Image: http://kokosovar.free.fr/gazbottle.jpg]
[Blocked Image: http://kokosovar.free.fr/pavement.jpg]
[Blocked Image: http://kokosovar.free.fr/pallier.jpg]
[Blocked Image: http://kokosovar.free.fr/elephantscreen.jpg]
[Blocked Image: http://kokosovar.free.fr/distributeur.jpg]
[Blocked Image: http://kokosovar.free.fr/plot.jpg]
[Blocked Image: http://kokosovar.free.fr/tole.jpg]
[Blocked Image: http://kokosovar.free.fr/screen_pont.jpg]
awesome! ![]()
Hell yeah!
Aye I love the material work Kokos
alter vadder... kokos!
that's awesome ![]()
Lovely work!
Guys, I need a tutorial about baking HP model to LP + normal map. I'm making an ammo box:
[Blocked Image: http://level-design.org/ammo_box-making_of_001.jpg]
[Blocked Image: http://level-design.org/ammo_box-making_of_002.jpg]
try this, your model is fairly simple, mostly flat surfaces, you just need to explode these elements
Thanks guys ! =)))))))))
seir you could use 3dcoat to do your retopology http://www.3d-coat.com/ ! it's very easy to use
and then all the baking in xnormal http://www.xnormal.net/Downloads.aspx
I also found this super awesome script for MAX on polycount that realign the normals of your lowpoly to help you have more clean normal maps :
[Blocked Image: http://kokosovar.free.fr/cleannormals.jpg]
QuoteGetVertNormalsFromFace by Enrico 'SyncViewS' Gullotti is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the mig Normal Tools option "Fillet Outside".Once installed the script will be under the category Normal Tools, named Get Vert Normals from Faces. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all.
Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals.
http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms
GetVertNormalsFromFace_0_2.ms
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