[Blocked Image: http://img157.imageshack.us/img157/9754/sitarisomraswl4.jpg]
A picture taken when I was out playing sitar this summer that I recently found, I think it's nice ![]()
[Blocked Image: http://img157.imageshack.us/img157/9754/sitarisomraswl4.jpg]
A picture taken when I was out playing sitar this summer that I recently found, I think it's nice ![]()
Yup, it looks good but it's still way too overexposed. Gotta love that church tower prop. ![]()
Really, wow. ![]()
Quote from generalviviwell i need my vconfig to work and it wont because it needs steam.dll and i can't access my mod from regular sdk window so im in a pickle and there are many many more things in the sourcesdk folder that require this also that i need.
and no thanks hessi i have a photoshop plug-in that allows me to open vtf files in photoshop
and then save them out again. it does wonders
Just so you know, about the VTFs, the file sizes turn out a bit bigger when compiled with the VTF plugin.
The anatomy on the second piece is skewed... the forehead should make up half of the height of the face (thus having the eyes running along the center line). And yup, a bit scribbly but I like the style in the first shot, looks quite stylized. If you want to develop a realistic style you should try to make long, smooth lines, so practice on that. It will probably take a little while but it will take just as long for you to learn as it took for Da Vinci
If you are however doing fast sketches you should only do scribblingwhen you want to portray certain textures of the objects. You will be surprised how much that does for the end result and how effective it is.
Wait a minute... Högsätra! Haha
I take it that it is your own neighbourhood and apartment you are replicating?
I think you've overdone the sharpening a bit. And also, if you are going to directly base textures out of photos - photograph your motive when the sky is cloudy! This way you will not get great shadow contrasts which you really don't want nowadays as normal mapping does a better job simulating it in real time ![]()
Nice work so far
I'd get rid of (well, replace) those benches and tables in the third shot though. The first scene could use some more detailing too. Otherwise it's just to keep it up!
@ Bronts
I always wondered, how do you make the curves (with texture) so even? Good job so far!
Wow guys, thank you very much for your kind replies!
The entire cab is finished now, I wish I could show it to you but it will have to wait ![]()
Quote from SindwillerThat looks very nice to me. Actually, my first thought was "and again a shitty hair shader...". Then i saw, that the hair is actually alpha mapped. Nice work!And, the proportions are ok IMHO. Or, you never saw a east european or a asian?
Wfr, Sindwiller
If your initial reaction was that it was a "shitty" shader, why did you suddenly think it was good looking just because it was modeled? :wink: Anyways, good start, I like it. Work on his cheeks!
Post a pic of the normal map please!
Quote from SindwillerToo strong? Wth? The high specularity was great! I loved the first shots...Wfr, Sindwiller
But it wasn't specularity, it was bad normal mapping
I will add specularity later. I think the lighting fooled you (well, me too). Being able to see the difference with normal map previewing in HL2MV I think you will change your mind though.
[Blocked Image: http://img158.imageshack.us/img158/3991/normalbeforeafterao0.jpg]
Model viewer shot (finally got the normal map working in mv! this is why I didn't see what was wrong before):
[Blocked Image: http://img81.imageshack.us/img81/3941/modelviewerworkingnormalmapqr8.jpg]
Okay, both problems are solved now ![]()
To be able to view the normal maps in model viewer you had to export the model with the normal map as well. Easy fix!
Edit: With this comes a new problem: you can't turn the normal maps off ![]()
Quote from hessiyap. thats what i think too. even this network compiling tool. how people like us would wish to get this. i think licensede users dont have to deal with a steam linkd SDK.
well at last now you are able to start hammer and compile your stuff without any workarounds. that's all i want for the moment.
I was referring to myself. We basically have the same tools.
Here's a better shot of the face:
Quote from barrakidfunny how people complain about things that went bad instead of talking about the ones that went well
I know someone would write this. Well, sure, they added good stuff like phong shading and fixed the ATi graphical bug but at the same time they managed to squeeze even more bugs in. I mean, it's frustrating having to wait for a month and a half to get rid of these problems really screwing things up for you, making alot of time going to waste having to work yourself around them, especially if you are working within a timeline and on commercial products.
Haha
There's always something they have to screw up ![]()