In progress : on golden grip, sword phong and colors... I planned to do a hat that fit this style ![]()
fucking resize clic on miniature ![]()
[Blocked Image: http://uppix.net/3/4/0/c9af3bc98ae151848f17f2002500b.jpg]
In progress : on golden grip, sword phong and colors... I planned to do a hat that fit this style ![]()
fucking resize clic on miniature ![]()
[Blocked Image: http://uppix.net/3/4/0/c9af3bc98ae151848f17f2002500b.jpg]
And so the gold rush began ![]()
Nice work though!
Is that the spec map on the bottom? You can't have full contrast spec maps man, it will look wrong, even the most dull surfaces will shine some light.
[Blocked Image: http://dl.dropbox.com/u/7557268/scene_3.jpg]
[Blocked Image: http://dl.dropbox.com/u/7557268/vehicles.jpg]
Just a little environment I'm working on for a handheld games module at uni. I should have chosen a smaller environment; I have so much to do! The buildings are all on a single 128x128 diffuse map, and so are the vehicles. Using plenty of vertex colour to get variety out of my vehicles.
Awesome Pogo! ![]()
You've used vcolors really well there. You could even add a subtle gradient from darker at the bottom of the buildings to get some further depth. Large gradients are always interesting (almost) ![]()
Anyway, great use of texture space.
Awesome stuff Pogo!!!
I'd darken the bright window frames of the building in the left. They create some sort of ugly high frequency noise due to the lack of texture filtering.
Wow, that's some seriously neat assets you got there!
Keep posting!
wait, all those buildings are on one 128x128 diffuse?
can we see it?
Wow thanks for the response guys, you've really spurred me on. Here's the diffuse for the buildings, still got loads of space to add more stuff. As the vehicles are a more important asset for placing around I dedicated an entire 128 sheet to them.
[Blocked Image: http://dl.dropbox.com/u/7557268/texture2.jpg]
Today I arranged the assets into a level specific layout. It's for a zombie game played from an isometric-ish perspective, and you have to fend off wave after wave of zombies. If only I could get these assets into an actual game!
I'm aiming for PSP so hoping for around 10,000 tris for the entire level, still got quite a bit to play with.
To view the entire image, copy+paste it into your address bar, dunno why it's been re-sized!
[Blocked Image: http://dl.dropbox.com/u/7557268/scene_4.jpg]
Here's a wireframe to show how the buildings are made up. Sorry for hogging the thread.
[Blocked Image: http://dl.dropbox.com/u/7557268/scene_5.jpg]
Excellent ![]()
That's so awesome, reminds me of GTA on the psp, can't wait to see it finished ![]()
Mine cart I did for the 'Old and Damaged' Eat3d contest. Really my first attempt at metal so there's a lot of room for improvement. Racer445's tutorials are super helpful for hard surface texturing ![]()
[Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/beautyshot_final_c.png]
Looks cool! Did you make a high poly first?
Yep, there was a bit of sculpting done to the highpoly as well but nothing over the top.
Mind sharing the texture sheets and the HP model, as rough as they look? Would love to have a look at them.
it looks like a great model man, you should be proud! Keep up!
Thanks HP ![]()
Texture sheet and some sculpt screens:
[Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/finaltexturesheet.jpg]
[Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/sculpt_01.jpg]
[Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/sculpt_02.jpg]
I wanted the sculpt to give the appearance that rust was eating away at the main hull of the cart but it turned out looking more like stone. I also had various chips/indents on the edges but removed them while getting rid of some sculpting I didn't like. It was my intention to bring them back into the sculpt but I figured they would get lost when all of the textures were on the model.
My specular could use some (a lot) of work as well. I bookmarked that 'Specular Study' link you posted elsewhere for later reference, HP.
All that being said, I learned a lot (mainly what not to do) for my next metal/hard surface project from the contest.
Now that the competition's done, I wanted to work on my sub-d modeling by using the polycount workshop#4. I know, every one's moved on from that but it seemed like a good challenge for my self (and it is, this thing is ridiculous to get right.)
Still the early stages of it, mainly working on the stock as that's the hardest part:
[Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/workshop.jpg]
Great stuff Bunglo. Can you share a render of lowpoly+normal map blend with a wireframe render? ![]()
Haha, thanks Seldoon. I'll see what I can do about that blend shot ![]()
Hey, guys.
I've been creating these with the help of tutorials, since I'm very new to modeling. Figured knowing your way around the tools is good if you want to get into the industry. So... I followed Chris and Ben Tate's tutorials for these (except that glass, no tutorial for that lol).
I always tried to stay one step ahead to see how much I've learned from previous tutorials, and to learn the workflow better. Generally things went pretty good, feels like I'm finally getting somewhere. Renders are crap, I know, I haven't spent any time learning how to make cool renders.
Again, can't really pass these off as mine (except the glass), but yeah... Just wanted to show something.
[Blocked Image: http://img121.imageshack.us/img121/2006/firehose.jpg]
[Blocked Image: http://img600.imageshack.us/img600/7147/roofhatch.jpg]
[Blocked Image: http://img573.imageshack.us/img573/8352/glass.jpg]
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