Aha right you are. On quick glance it seems to mostly be WIP gallerys but looking deeper there are a few interesting threads.
Thanks for the pixelmorgue links, will be looking into that one.
Aha right you are. On quick glance it seems to mostly be WIP gallerys but looking deeper there are a few interesting threads.
Thanks for the pixelmorgue links, will be looking into that one.
Yeah so, not been here since before I landed my first job in the games industry. Its been going really great but its alot of work, always staying late and coming in weekends and even sleeping just trying to keep up with deadlines. Which brings me to the reason why I'm back here...
...I've hardly had time to explore the world of texture artist. Don't get me wrong, I've learned more in these several months I've been here than my 3 years at uni but I'm now feeling like I need to explore deeper than just the resources available from my studio. I was thinking it would be great to have a forum devoted to texture artists. I always thought that mapcore was supposed to be this but it never seemed to happen. I revisited the site today after several months and it still doesn't really seemed that focused on texturing.
Can we have a tutorials/texture discussion thread perhaps?, where we can share our knowledge on this area?
Thanks for all the crits and comments!, I'm sorry I've been slow with updates. Thing is I have landed myself a job at a cool looking games studio in Holland and so this project is lower priority now since I have to get ready to move abroad.
Heres my latest, I still think I have alooooot to do (the hair especially
) and yes I need to tidy up the nose, lips and eyes. Its starting to look a bit female at least :party:
edit: Those 'tail plats' would you suggest putting extra loops on the joining bits? Seems TOO simple right now...but putting loops on it might make it TOO many polys? By the way, with regards to poly limits I'm not too fussed I just want to make sure I spread them equally.
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Hi Marque, whats different about it?...looks same to me.
Thanks for the honest critting von...still not there, cheeks really are my weakness, but getting there (slowly)...The annoying think with edge loops is that I always find the only solution is to add polys and that makes it harder for me to keep control.
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Tried to improve the mouth...still looks a bit odd though. Also it still looks like a old man with a serious physical disease...but apart from that its going quite well!
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This is my latest character, again I'm hoping for advice as character modeling is something I struggle with (but something I really enjoy doing). As for the concept I wanted to do that typical gaming cliche of slim female fighter/Lara croft but to add my own stylistic twist into it.
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I have indeed began the modeling process. I'm actually trying a new method this time and this is to sub D it (or 'joan of ark' it) and then later bring down the poly count. I'm starting to think that my previous box modeling method was more suited to game art? Oh dear though, already I'm doing my 'dodgy cheeks' thing...
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This may be far fetched but are there any websites devoted to actual game wireframes?
thanks for that!
I don't own HL2
Thanks for the shot. I feel a bit cheeky for asking but if anyone could do a close up of alyx's head in wireframe mode that would be super ![]()
I know theres a thread in textures section that gives examples of official HL2 textures but is there not anything for models?
Essentially, I am really after wireframes of characters from modern games such as HL2, res evil 4 or next gen. In particular, females. Any help would be much appreaciated.
...it is starting to expand a bit now. Not so sure about the coridoor area, it feels cheap somehow...and that ceiling is dubious isn't it?
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Dammit, I got excited at the sound of NRG's solution but I still get the same problem. As you can see I have disabled auto mapping here (and tried it with the auto window fully closed) but it still automatically unwraps it.
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Thanks for the feedback. 2 important crits then are the paper under the desk (how did it get under a huge heavy desk?) and of course the poly count question. I think those drawers are fine but as I think von sees it there needs to be more balance. I might try and add dents into the wall or add extra 'props' such as radiators, pipes etc.
another update...theres actually a REASON for the paper mess now ![]()
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Update...
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Looking for large collections of handpainted (or even photo edited I suppose) texture maps. It would be handy to have a resource where if you are having problems trying to come up with a particular element of a map to be able to see how others have tackled the situation. I started saving peoples maps into a folder about a year ago but its going to take years to build it up.
Can anyone provide me any links to any kind of websites that have alot of texture maps that have actually been painted and used in game? Not to use them but just to look at them for inspiration. This forum has a few threads but they don't hold a large organised collection.
Are there any such places?, thanks
The way I understand it is, trees are likley to be part of the editor. Something you just pick and place in the world. So I think its these elements that cannot have alpha/opacity. Although surely you can still place a plane decal made in say 3ds max on a engine created element.
Sort of confused, you say HL2 cannot handle decals yet you then give examples of work that use them?
Also, what do you class as a decal in terms of this mod?...is it a flat mesh plane with diffuse and opacity placed onto a model or is it the thing where you do it within a texture editor with a mix map?