ok. that makes sense. thanks again for sharing.
How many polys does that crossbow have by the way?
ok. that makes sense. thanks again for sharing.
How many polys does that crossbow have by the way?
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Last of the lighting test from a couple weeks back. Still some artifacts but I need to stop spending time on this and move on ![]()
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Work in Progress for my map
Quote from Vorontsov[Blocked Image: http://i.imgur.com/CHcOpe5.png]
Work in Progress for my map
whoa that looks awesome already by itself o . O
Quote from kanine01[Blocked Image: http://puu.sh/gOM0y/b48cf69c60.png] Made a barrel just now
@kanine01 [/b]
What does the 1024^2 A/M/R/N mean in your barrel model picture? The model is awesome looking btw
I'm just curious.
Also, why is 1024 to the power of 2? Does that mean the texture is power of the compliant? Surely it doesn't mean 3,5249714121083826571348148398003e+3082 ![]()
gfx0 Thanks. 1024 to the power of two means it's a 1024x1024 texture, other power of two textures could be 64x64, 128x128, 256x256, 512x512 and so on and so on. I'm not sure but I think A/M/R/N are probably the maps he has rendered for his model.
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Quote from gfx0@kanine01 [/b]
What does the 1024^2 A/M/R/N mean in your barrel model picture? The model is awesome looking btw
I'm just curious.
Albedo/Metalness/Roughness/Normalmap with a 1024x1024 resolution.
@kanine01 Looks more like some sort of ray gun from black ops ![]()
Quote from Vorontsov@kanine01 Looks more like some sort of ray gun from black ops
Nice gun! You're knocking these out so quickly.
Been working on more props for my HL2 scene. Getting there slowly, this was a fun one ![]()
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You can spin around it in Marmoset Viewer here:
Looks very nice, PogoP ![]()
Looks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose
Looks great! Although that seat looks harder than Dr.Breen's rule over City 17
Quote from VorontsovLooks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose
I think he's making the scene in UE4? I mean it is in an pretty enclosed space which means that the hallways and rooms mean you can easily not render most of the environment at once.
Quote from PampersLooks great! Although that seat looks harder than Dr.Breen's rule over City 17
LMAO! Thanks man.
Quote from kanine01I think he's making the scene in UE4? I mean it is in an pretty enclosed space which means that the hallways and rooms mean you can easily not render most of the environment at once.
Quote from VorontsovLooks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose
I'm making this in Unreal 4. I think this bicycle has more polys in it than the entirety of HL2.
Looks really good Pogo, would be nice to see updates on the scene. One comment though, I think you should perhaps tone down the specular or increase the roughness on the paint. At the moment it looks a bit like fresh oil paint or 2pac. No paint from the 60's/70's on an old bike survives with that level of gloss. The same probably applies to the tires, the rubber tends to wear to a very matte finish on the areas touching the road and get covered in fine dust on the parts that don't. If you aren't aiming for something close to photorealism though and it's more an artistic choice, feel free to ignore!
not sure if this thread is for asking questions but any Zbrush users know how to approach high-to-low-poly when there's a bunch of holes that you have to convert into an opacity map? (colors are the desired low poly)
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