Posts by evillair
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A little non-metal wall.

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

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

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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]
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Looking good, I agree with defrag; some level adjustments would improve it.
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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).
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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.
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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]
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Looks cool, love the mood.
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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.
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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]
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Here's another one.
[Blocked Image: http://evillair.net/e107_plugins/autogallery/Gallery/Figures/Formz.jpg]
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Thanks guys

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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.
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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]
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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
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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.
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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 Pericolos0it 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.