Thanks a lot guys!
Just got around wrapping up my new portfolio at http://www.pomperi.com, so hopefully an employment wont be too far away, hopefully ![]()
Teddy: I'd love that! You should drop by the Decadence 'office' sometime and chill :wink:
Thanks a lot guys!
Just got around wrapping up my new portfolio at http://www.pomperi.com, so hopefully an employment wont be too far away, hopefully ![]()
Teddy: I'd love that! You should drop by the Decadence 'office' sometime and chill :wink:
Thanks for the replies!
Quote":3odk791e]Very nice prop.Normal map looks clean, maybe too clean. You should make an height map based on your difuse, use the nvidia filter or crazy bump on it, and overlay it on top of your normal map, it should stand out a little bit more.
Good job.
It actually has a very subtle grunge normal map overlayed, but painted metal surfaces normaly doesn't get very bumpy, unless they are heavily dented or chipped from heavy corrosion.
Here comes the rest to fit with the control panel:
[Blocked Image: http://img235.imageshack.us/img235/1879/pompcapmachine01mv4.jpg]
It is basicly three modules which you stack on top of eachother. The reason for this is because the height of it might change from arena to arena depending on how the level designer wants to implement the machine in his level. Without saying to much, it's a somewhat central piece in the Decadence gameplay. :wink:
Time for some stuff from me!
Here's a prop for Decadence. There is more to it, but I'll post that as soon as I've brought it up one iteration.
[Blocked Image: http://img228.imageshack.us/img228/1599/po…rolpanelkr2.jpg]
Thanks man, I owe you one!
I played around a bit, and it turned out that it wasn't too much of an issue to tile the normal in photoshop after all. Have always thought there was a more convenient method, but I've fooled myself apparently ![]()
Here's what I came up with, tiled 4 times on the same surface:
[Blocked Image: http://img144.imageshack.us/img144/8578/pomprocktestnn0.jpg]
Thanks for the input, will definately try it out. You don't happen to have any tricks for healing normal map seams? I've somehow always managed to get very odd results from both cloning, healing and handpainting the seams. ![]()
Thanks for the hint! I've tried it out some, but the results aren't that impressive. This features seems to work different depending on which tool I'm using, not to mention that navigating zbrush is a challenge by itself. Guessing that's because I'm not experienced with the program...
This is an issue that has been puzzeling me for a long time now. I just can't figure out how people do when they sculp their tiling textures, to make the pattern match in the seams. I'd be more than grateful if someone could point me in the right direction here, because I'm all out of ideas, and rock textures without a proper normal = fail.
That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry.
Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod:
[Blocked Image: http://img223.imageshack.us/img223/8591/pompwatertank01previewop3.jpg]
Quote from Minotaurowoot can I have your render setup? I really shows off the normal map
Sure thing!
http://web.telia.com/~u26804236/stuff/p ... scene01.mb
It's for Maya hardware render btw.
God I'm such a fanboy....
[Blocked Image: http://img292.imageshack.us/img292/6348/pompfi01renderot4.jpg]
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Quote from bitmaphow does this gun work?where do i put my hands?
The idea was something like this:
[Blocked Image: http://img232.imageshack.us/img232/6539/leakconceptqt1.jpg]
Thanks HP =)
The texture is heavy WIP, but I could really need a little input on it:
[Blocked Image: http://img88.imageshack.us/img88/8117/leaktexturewip01rh2.jpg]
[Blocked Image: http://img88.imageshack.us/img88/6397/leaktexturewip02ob4.jpg]
It's mostly the weapon body that I'm not very pleased with texture-wise, but I'm kinda stuck.
Yeah, you're right, I usually handpaint my textures, but this one is an exception. The other two on the other hand are mostly done by hand, which is pretty obvious, but I guess that's why you asked ![]()
m8nkey: Based on the grunge level of these signs, I'm guessing you're going for a really old look. Keep in mind that aging paint usually cracks and fades before they reach that level of dirt, unless they're located near muddy ground or withstanded a nuclear war. If you're planning on reworking them a bit, try desaturating the colors a bit and break up the perfect surface with some crackled texture, revealing the material under the paint. Looks good none the less, but some more unique wear would be sweet.
Here are a few textures I made yesterday for practice. Could be a texture pack if I put enough time on it, but I it doesn't seem like it at the moment.
[Blocked Image: http://img220.imageshack.us/img220/7843/pompstonetrim01ro7.jpg]
[Blocked Image: http://img219.imageshack.us/img219/6120/pompstonewall01na9.jpg]
[Blocked Image: http://img70.imageshack.us/img70/5610/pompstonetiles01ie1.jpg]
merkaba: Sorry for the late reply. Some of the normals in these are half modelled, half crazybumped by blending the maps together in Photoshop using the Overlay blending mode. Most are mostly done with crazybump and Photoshop with the same method as above, except I've painted different black and white images that I've crazybumped and then combined in photoshop. The speculars are usually based on a black and white version of my color map with high contrast with more material blended into them and areas covered/darkened/lightend to make it represent the material properties better. I never start out my textures by modelling them, because I'm more comfortable with creating the layout in 2d, but sometimes I model my normals using my color map as reference.
Back to business, here's a new texture:
[Blocked Image: http://img98.imageshack.us/img98/8566/rooftile02dt4.jpg]
I really love the look of that trashcan! I wonder how they could ever fit any trash in it with walls that massive ![]()
Here's an update on my piano model, now featuring both normal and specular:
[Blocked Image: http://img292.imageshack.us/img292/2109/pompdonpianobt0.jpg]
I spent the entire last day trying to get a good render in Maya where the normal and specular shows clearly, but I didn't have too much of a success. My graphics card don't handle Hardware rendering too well, and the result above is about as good as I managed to get it with mentalray. If anyone knows how to get a good render of normals and speculars in Maya, I'm begging you!
Quote from buddy the designerNice work,btw, You sweds have all the same texturing style..
Thanks, but is that a good or a bad thing? ![]()
A modular prop set made for Decadence:
[Blocked Image: http://img220.imageshack.us/img220/7344/pomppropset01bx4.jpg]
Been building jetties and bridges all week with these. Starting to get sick of them, but one can build half a city with them without making it look too repetative.
Seems like the perfect opportunity for a Swedish texture artist to apply for a job ![]()
Thanks for the replies! I've tried to improve it by adding more depth to it. It's a bit late to redo the perspective at this stage, but I'll try harder next time, I promise ![]()
Here's the update:
[Blocked Image: http://img223.imageshack.us/img223/2330/pompalienship2ic0.jpg]
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