Me gusta.
Does it gib?
Me gusta.
Does it gib?
no sir.
You've shown every angle except the underneath part. Shame on you. ![]()
A modular prop set made for Decadence:
[Blocked Image: http://img220.imageshack.us/img220/7344/pomppropset01bx4.jpg]
Been building jetties and bridges all week with these. Starting to get sick of them, but one can build half a city with them without making it look too repetative.
Nice work,
btw, You sweds have all the same texturing style..
![]()
Quote from buddy the designerNice work,btw, You sweds have all the same texturing style..
Thanks, but is that a good or a bad thing? ![]()
I dig this style so it's ok
(but in most cases i can never tell if it's clay's philip's decs's or your work
)
i made this chair prop yesterday for my l4d map, since the photo reference is what i'm using as a reference for the map itself. since i'm building the map in css i can't use phong shaders; so i'll wait until l4d is released to add those.
[Blocked Image: http://img204.imageshack.us/img204/9196/yamachair1iu9.jpg]
[Blocked Image: http://img412.imageshack.us/img412/1372/yamachair12cn1.jpg]
[Blocked Image: http://img141.imageshack.us/img141/2020/newkomagari011cj9.th.jpg]
Looks pretty consistent, too bad the texture looks a bit low res but you can't use a 1024^2 map for a single chair I suppose ![]()
Quote from skdrHow?
Rendering->Effects->Effects Tab->Add...
Add blur then scroll down and go to the Blur Parameters rollout and set blur only to work on Luminance.
Set Brightness to 100%, Blend to 60%, Min 60%, Max 100% and Feather Radius to 100%. Go from there.
Use the "Update Effect" to update the effect whenever you change a value. ![]()
Quote from WunderboyRendering->Effects->Effects Tab->Add...
Add blur then scroll down and go to the Blur Parameters rollout and set blur only to work on Luminance.
Set Brightness to 100%, Blend to 60%, Min 60%, Max 100% and Feather Radius to 100%. Go from there.
Use the "Update Effect" to update the effect whenever you change a value.
yeah..
no.
i didnt do that.
what i did was..
i went to the utilities tab.. the one where you fin the polycount counter and whatnot. and then i added a new button. i added the tool Scene Effect Loader.
With this tool you can add post effects to the viewport.
load the effects which are under maps\fx\scenes on your max directory.
then just activate the effects ticking the checkbox that says effects. if you wish to edit the fx file. just double click the effect on the list. and bam!
Quote from bitmapDisplay Moreyeah..no.
i didnt do that.
what i did was..
i went to the utilities tab.. the one where you fin the polycount counter and whatnot. and then i added a new button. i added the tool Scene Effect Loader.
With this tool you can add post effects to the viewport.
load the effects which are under maps\fx\scenes on your max directory.
then just activate the effects ticking the checkbox that says effects. if you wish to edit the fx file. just double click the effect on the list. and bam!
Well theres always one way to skin a cat ![]()
trying to get into zb
yue paintings used as ref. used some random head base model from a zb board
[Blocked Image: http://www.sa74n-design.de/temp/yue.jpg]
lol looks nice. I have also been trying to get into zbrush coincidently ![]()
Made this for a game-artist.net speed modeling contest
[Blocked Image: http://www.uploadhouse.com/fileuploads/94…0e9ce6511b7.jpg]
I was pretty bored tonight and decided to try some cave modeling on max... thanks hourences for the great tutorial ![]()
[Blocked Image: http://leveldesign.com.br/minotaur0/cave_wip1.jpg]
Now I need to figure out vertexpainting and add lots of details to it so I can have something good for my portfolio ![]()
another GoW inspired asset because the world of gears has a complete lack of trashcans.
[Blocked Image: http://www.keenleveldesign.com/pimp/texturingandlighting/trashcancompbeauty.jpg]
I don't know how that would fit into a Earth city (a concrete trashcan? - I haven't played GoW though
). Anyway, looks pretty bad ass if you ask me ![]()
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