Congrats on finished Spellbinder, it looks very polished ![]()
The only thing that looks weird to me is the difference in scale between the legs and the actual seat.
Anyway, nice work ;D
Congrats on finished Spellbinder, it looks very polished ![]()
The only thing that looks weird to me is the difference in scale between the legs and the actual seat.
Anyway, nice work ;D
there's some good tut's here:
http://www.iwannamap.com/tutorial.php?type=model
I would suggest unwrapping by hand if the render to texture makes some ugly stretching, are you using maya or max? Or something else?
If you are doing this for a game I would suggest trying to put half the tank on one texture sheet (1024x1024 pixels would be good) and the other half on another texture sheet; this way you won't be forcing the player to load a shitload of textures, only two.
#mapcore on irc.gamesurge.net if you need any more help.
Not too sure what you mean, how much do you know about uv mapping and texture sheets?
coming on stong ;D
Mike always made pretty maps, but I found the gameplay to be lacking <_<
I like the atmosphere in this though.
ah, I have an idol to mold myself on now ;D
Suck my chocolate log, rude boy <_
[Blocked Image: http://img440.imageshack.us/img440/374/1ut8.jpg]
Still look like holeman? ![]()
(whoever the fck holeman actually is..)
Congrats nexus ![]()
And yet you've still managed to make it look blocky ![]()
The textures seem wrong for the type of architecture, brick walls are generally (in most cases) vertical because that's how bricks work (unless the wall is falling over, like my garage <_<) - and the blend into the concrete ceiling just highlights how off the bricks look.
I'd suggest using concrete all over, if the brown is your theme then pick a dirty brown concrete or get a small stone-brick texture that would fit the curve more.
The pipe supports seem unnaturally thick, try using a 1 unit thick brush instead of the 2 or 4 that you have there. The ropes connecting to it look out of place, ropes are nice but place them logically or it just looks overkill.
Maybe instead of those light-concrete trims on teh outside of the walls you could have an indented (and vertical) cut that holds some supports.
Some ref's (nice architecture and lighting) might give you an idea on how to expand and branch off into other areas while still keeping the sewer theme:
[Blocked Image: http://magliery.com/Graphics/MoreFrance/paris-sewer.jpg]
[Blocked Image: http://static.flickr.com/11/13052287_1e6de54ca9_m.jpg]
[Blocked Image: http://www.myloupe.com/disp_thumb_images/391/display/363579.jpg]
etc
Sorry for excessive crits but you seem to know when something doesn't look right and needs changing, and I hate to just say "meh doesn't look good" without giving reasons.
way to bump ![]()
I thought it was pretty good. Surprised Gibson didn't put in a cameo as one of the Spainiards.
just finished getting it gonna watch it soom
all it needs is some cartoon eyebrows and you've got a winner ![]()