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evillair

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  • Job
    Art Director, UbiSoft
  • Location
    Canada

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  • Website
    http://www.evillair.net/e107/
  1. 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.
  2. A little non-metal wall.
  3. 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.
  4. 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.
  5. Thanks Actualy they are metal. That's why they are all perfect squares and rectangles with smooth edges. They look metal to me...
  6. Preview plane from 3dsMax with diffuse, normal and spec:
  7. Looking good, I agree with defrag; some level adjustments would improve it.
  8. evillair

    Caged

    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).
  9. evillair

    Caged

    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.
  10. evillair

    Caged

    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.
  11. Looks cool, love the mood.
  12. 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).
  13. 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...
  14. Here's another one.
  15. Thanks guys
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