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Posts posted by penE
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Aahaha, indeed! Our Imaginations of young Gabe actually were the main inspiration for the character lol.
- Nerve, General Vivi, Seldoon182 and 4 others
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thank you very much.@e-freak: Our coders are making progress but it has been slow in the last weeks. I hope output increases on that end now that we come closer to the deadline. Wish I had been on one of your teams when you where still here. Together we'd have rocked!
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Working on a project for university simultaneously to my ejection seat. It's pretty refreshing to just go for speed, without caring to make super highly detailed high polys and stuff
. Basically it's a game about little kids playing in the woods, imagining all kinds of fantasy stuff, with trees turning into monsters. But yeah, it's all just in their mind ... carazy.It's inside unity, and the standart leaf shaders are a bitch
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- ⌐■_■, cashed, General Vivi and 32 others
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After some quality time with the family, I finally had a few days to work on my ejection seat again
. Started texturing today and while it's still a bit rough I like where it's heading
. (Sorry for spamming so much images).




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loving to see so many responses that describe exactly what I feel -
Yeah, also applied a spec and a gloss map from the maps that come with the toolbag, but since the model isn't unwrapped properly it's only noticable in some very few areas.
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Thanks guys

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Neat little trick
.I'm working on a soviet KM-1 ejection seat. It will be part of a small scene to be rendered in cry engine, once their pbr update is out. Scene will be a cockpit of a jet with crazy little details everywhere
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Thats the current state of the high poly for the seat (in Marmoset Toolbag 2):


edit: hipster instragram version lol:

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Experimenting with trees inside Unity for an university project
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Also built a wallpaper for my phone in unity out of it (yep, was bored
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- knj, mkandersson, selmitto and 4 others
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Mh, seem like the guy in the video has the same issues with the fog in the distance as I have.

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Doing some more corridors



- Dejavo, Steppenwolf, kikette and 7 others
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Nice progress! You could try to make some bigger pieces too to avoid having everything look like it belongs to a grid. Try some curved pieces, pillars, super long pieces etc, anything to break teh walls up =)
Sounds good

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Playing around some more
. Gonna turn this into a pod hotel:

- PogoP, cincinnati, kikette and 1 other
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can you show diffuse/norm/spec penE
I'm not really using a diffuse for the materials
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Instead I multiply the red channel of this texture with the vertex colors of the mesh and use the alpha to mask out the dirt, which I then can give a seperate color in the material.
Blue Channel is Spec, green glossiness, but they probably still could use some work.
So yeah, the combination of all that looks somewhat like this:

Normal:

So that's the trim sheet I'm using all over the place. Using the same technique for a wall texture and the floor.
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I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect !
Thx, means a lot to me coming from you
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Hahaha, so good! Grats to everyone else, hugely deserved
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Really nice Steppenwolf!

Was inspired a bit by mino's tutorial on modularity and wanted to goof around. So hurray, generic sci fi corridor:


Would love to turn it into a proper scene and to give the place some more story/history.
- General Vivi, Dejavo, Steppenwolf and 4 others
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MapCore Job Census
in Retired Threads
Posted
Will do!
Btw: Is Daze still at Yager?