[Blocked Image: http://p3d.in/model_data/snapshot/36Vea]
Like you said, I'm going to give it a subtle curve like that.
[Blocked Image: http://p3d.in/model_data/snapshot/36Vea]
Like you said, I'm going to give it a subtle curve like that.
Do you plan on baking detail from the high poly?
Those tiny rings on the grip and the grooves on the handle pieces really wouldn't be needed, the normal map would do a fine job.
Quote from RedYagerDo you plan on baking detail from the high poly?
Those tiny rings on the grip and the grooves on the handle pieces really wouldn
't be needed, the normal map would do a fine job.
Yeah I was planning on that. Also does anyone have some good tutorials on UVW mapping/baking in 3DS MAX and texturing? I'm pretty confuzzled about this part.
There is a shit ton out there.
I have used these in the past and they were fantastic, I took a lot away:
http://cg.tutsplus.com/series/create-a-realistic-mailbox/
http://cg.tutsplus.com/series/model-a…-a-water-tower/
http://cg.tutsplus.com/series/uvmappi…p-uvw-modifier/
There are a lot of great in-depth tutorials on that site
As for normal map baking, I'm new to that business myself and have only used Xnormal. Using max seemed too much for me, Once I learnt the basics of Xnormal I realised how simple it can be. When you get to that point feel free to send me a PM, I can give you a complete retards guide to Xnormal basics ![]()
Quote from RedYagerDisplay MoreThere is a shit ton out there.
I have used these in the past and they were fantastic, I took a lot away:
http://cg.tutsplus.com/series/create-a-realistic-mailbox/
http://cg.tutsplus.com/series/model-a…-a-water-tower/
http://cg.tutsplus.com/series/uvmappi…p-uvw-modifier/
There are a lot of great in-depth tutorials on that site
As for normal map baking, I'm new to that business myself and have only used Xnormal. Using max seemed too much for me, Once I learnt the basics of Xnormal I realised how simple it can be. When you get to that point feel free to send me a PM, I can give you a complete retards guide to Xnormal basics
Thank you so much, I couldn't find any good tutorials anywhere! ![]()
[Blocked Image: http://knj-environment.com/img_test/cal_2.jpg]
Textures, but please give me some tips and advices, i know my texturing still suck balls, is it readable ?
Holy fuck knj, that's so nice looking piece of maya-tech! All I would add if I had similar skill, is some moss maybe. Just a little bit that green stuff growing at some nooks and crannies.
Thanks dude, i want to avoid adding moss and stuff like that, as for the texture i still think it's overall too dark, and i need to push some of the details out a lil
My crit would perhaps be that it looks a bit more metallic rather than stoney?
Not my best work but I tried modeling something for arma2 for the first time. Sorry about the shitty angles, it's the best I can do with the model viewer.
Only AO is baked.
[Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/abomb1.jpg]
[Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/abomb2.jpg]
[Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/abomb3.jpg]
Knj - That makes my head spin just looking at it, so much intricate detail! Superb work
WhiteDevil - Such a safe way to transport a Nuclear Warhead
What's noticeable to me is the studs/screws overlapping the edge of the crate around the top. Also the yellow painted trim looks a bit odd and flat.
knj - I really lack the knowledge to give you any good advice but I'll give it anyway. Your mayan thing needs some color. something from the yellow-green spectrum. you know, so it looks old. It also looks a bit unreadable from a distance. Use color to separate the different parts of your mayan thingy from each other. And like other say it looks a bit like metal now, might be because of the lighting you use for the pictures or the normal maps having no impact to give that edgy feeling.
RedYager - You know... terrorists, they aren't the brightest of the bunch
thanks for your criticism the model viewer has the tendency to leave normals looking flat as hell, don't know why. The yellow trim has very deep normalmap already and I don't have a clue how the hell arma2 speculars work. They work in a RGB spectrum and the developer wiki says: "here's a math graph how to calculate the specular maps to RGB, have fun" ... so that's why I couldn't get the run down paint to look the way I wanted ![]()
Some small tweaks in diff, thanks all for tips
!
[Blocked Image: http://knj-environment.com/img_test/kalendarz_12.jpg]
My only advice is that it's already impressive enough knj ![]()
knj => I love where this is going. If I can suggest you something, this is to put some color into your mesh, by example ; adding some colored moss like this ;
[Blocked Image: http://openphoto.net/volumes/michelev/20051007/openphotonet_img_0342.jpg]
It could add some interest spot into your diffuse =)
Well as i enjoy painting over such good stuff why not something like that ? ![]()
[Blocked Image: http://img11.hostingpics.net/pics/545877maya.jpg]
Finally making my first steps into modelling ![]()
It's nothing too special in comparison with what the rest is posting here, but I'm quite excited about it and eager to learn more.
I should note that I build it in Hammer first and then imported it in XSI. I wouldn't know how to get the scale right otherwise.Anyone has any tips on that?
It has a collision model so that you can shoot and jump through it (took me a while to figure that out!). Btw, it's a window in case you didn't notice!
[Blocked Image: http://users.telenet.be/gus/window01.jpg][Blocked Image: http://users.telenet.be/gus/window02.jpg]
I find UVMapping to be one of the hardest parts (in comparison, that is, at the moment I'm trying simple models only obviously). Is there a way to see all the faces on the UV map while mapping the whole thing? While making this I could only see what I had selected which made it almost impossible to put everything nice next to each other. It's overlapping in quite some places, as you can see below.
[Blocked Image: http://users.telenet.be/gus/window_uv.jpg]
Also, does anyone know if it's possible to make a model with breakable parts? I'd like to make the inner parts of the window breakable, so that you must shoot them to be able to jump through the window, right now they're not in the collision mesh.
Heh, you guys, gonna try smth with it tomorrow ![]()
I wish I could see a Stargate made by Knj sooner ![]()
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