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  3. evillair

Posts by evillair

  • totally random texture thread

    • evillair
    • January 17, 2006 at 10:09 PM
    Quote from st0lve

    That must be the 1st non metal thing I have EVER seen you do

    I don't think so, you played/seen splinter cell? I did all the (bsp/map models/weapon) textures.

    I just don't do 'realistic' textures much when I'm not working.

  • totally random texture thread

    • evillair
    • January 17, 2006 at 4:07 AM

    A little non-metal wall.

    [Blocked Image: http://evillair.net/forums/MyFiles/ywall.jpg]

  • totally random texture thread

    • evillair
    • January 15, 2006 at 7:38 AM

    Naw, I still haven't had time to test them ingame yet. More edits will come after that happens.

    The spec/normals always looks different in 3dsMax then in an engine.

  • totally random texture thread

    • evillair
    • January 15, 2006 at 7:08 AM

    lol

    Yeah I know - to the brain it 'should' be stone blocks there not metal plates. But with the other texture it makes more sense.

  • totally random texture thread

    • evillair
    • January 15, 2006 at 6:35 AM

    Thanks

    Actualy they are metal. That's why they are all perfect squares and rectangles with smooth edges. They look metal to me...

  • totally random texture thread

    • evillair
    • January 15, 2006 at 5:07 AM

    Preview plane from 3dsMax with diffuse, normal and spec:

    [Blocked Image: http://evillair.net/forums/MyFiles/skulls_preview_re.jpg]

    [Blocked Image: http://evillair.net/forums/MyFiles/plates_preview_re.jpg]

  • totally random texture thread

    • evillair
    • January 14, 2006 at 10:14 PM

    Looking good, I agree with defrag; some level adjustments would improve it.

  • Caged

    • evillair
    • January 6, 2006 at 7:52 PM

    I made several passes with different textures for it, like 8 different texture pass. Each one was from 10 - 20 minutes.

    The lighting pass took the longest (like 30-45mins).

  • Caged

    • evillair
    • January 4, 2006 at 11:11 PM

    Thanks, I'm just using the model's normalmap for the texture, this won't be how the texture will look.

    I'll be doing the textures by hand.

  • Caged

    • evillair
    • January 4, 2006 at 10:49 PM

    Part of a section of a texture I am making. (3dsmax/ZBrush)

    I will only use the normalmap of this model for the texture obviously.

    [Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/Figures/Caged.jpg]

  • tmp_lodge -updates-

    • evillair
    • December 18, 2005 at 9:10 AM

    Looks cool, love the mood.

  • zbrush test

    • evillair
    • December 17, 2005 at 10:43 PM
    Quote from generalvivi

    nice stuff there man . keep up the awsome work. the pipeish work you did on the 2nd page, did you do that in z brush? it looks very intracit and complex, how long did it take you?

    Not that long actualy, the details are made in photoshop since in zbrsh you can mask polys with an alpha then extrude them. That's what I did, made the design in PS then mapped on a few forms then tweaked the extruded polys.

    Upon the Remains (1280x960).

  • zbrush test

    • evillair
    • December 16, 2005 at 2:59 PM

    Thanks again.

    FrieChamp; yup, everything is made in zBrush.

    von*ferret; Downloadable materials tweaked to fit my needs.

    JynxDaddy; not that long, zbrush, as I'm finding out, has lots of cool little features that makes things go easier.

    ...and another one...

    [Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/Figures/DroneParts.jpg]

  • zbrush test

    • evillair
    • December 16, 2005 at 12:49 AM

    Here's another one.

    [Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/Figures/Formz.jpg]

  • zbrush test

    • evillair
    • December 15, 2005 at 5:03 PM

    Thanks guys

  • eX textures release

    • evillair
    • December 15, 2005 at 12:58 PM
    Quote from Minotauro

    Links aren't working

    Fixed the links, sorry about that, I switched servers and had a directory change.

    Should be ok now.

  • zbrush test

    • evillair
    • December 15, 2005 at 2:55 AM

    Thanks, went a different route then I thought I would. Anyways, here's the final...

    [Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/Figures/th_SkullCage.jpg]

  • zbrush test

    • evillair
    • December 13, 2005 at 1:57 PM

    Yeah you're right, that's why I need to add some muscle stuff so it's not veins on bones, cause it looks weird even on a fantasy creature.

    I might make it half skin half bones with the skin area tearing off or something.

    thanks for the input

  • zbrush test

    • evillair
    • December 13, 2005 at 4:58 AM

    Started playing with zbrush a few days ago, started doing this skull test to get used to the program.

    This is what I have so far...don't mind the horns, they are bad.

    (click for big image)

    [Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/wip/th_ZBrush_SkullTest_01.jpg]

    Going to continue working on it for a little while, see what comes of it.

  • totally random texture thread

    • evillair
    • December 7, 2005 at 11:40 PM
    Quote from The Postman

    heightmap that, don't use a normalmap, evillair. The normal map will make the bricks look "muddy" and soft.

    HL2 uses heightmaps?

    This is for Quake 4 - they don't have heightmaps.

    Quote from Pericolos0

    it looks like he just converted a heightmap to a normal map which should look pretty much thesame ingame?

    Your right, I made a heightmap by hand then converted it to a normalmap. this way a get a better detailed normalmap.

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