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Posted

This is the source files for my entry on speed texturing competition at game-artist.net

http://www.game-artist.net/forums/speed-texturing/10170-stc-43-june-14-june-21-exterior-wall-9.html#post95965

there's everything in there, .MAX with the original high poly, the low poly (just a plane :P)

and I've also included the original PSD files for all the maps. I've resized them to 1024*1024 tho,

as the originals were 2048*2048, they got to big to pack it into a RAR file.

I used xnormal to bake my original piece, but if you select the plane on the .MAX file It's already set up

to render using Max's baker.

You'll need XOLIUL viewport shader to properly view this in Max's viewport, I've placed it on the RAR as well,

just in case. (Although, you wont have parallax mapping on it, that's why I used marmoset to submit my final pic)

This is it, keep in mind of course, that I'm sharing this solo for your learning!

I'm all for freedom of information and transparency, so I hope I encourage others to do the same

and share their workflows!

Be nice! ;)

Download: http://rapidshare.com/files/249054816/HP_STC_wall.rar

160e6fd.jpg

PS. .MAX will only work in 3DsMax2010.

  • 1 month later...
Posted

i really like your hp-modeling (man, your name and that modeling just don't fit....)

the yellow-striped one, was my favorite so far. can't wait, what you'll come up with on this one !

but i gotta say, you mentioned doom3 as reference. so that's all fine. but i would be interested to see if you took it to a more realistic level e.g. not so blobby rounded chamfers but more hard edged stuff.

anyways, nice work as usual :banjo:

Posted

Thanks dude!

This kind of stuff is good practise and fun to do. But yep, It's probably going to be my last of this kind of style. One gotta evolve! :)

Oh btw, I failed to give a description for it. It's supposed to be a Hangar Gate. I'll get started on this LP today, this time is going to be more than a single poly!

  • 2 weeks later...
Posted

Very sexy. But it looks kinda new. Maybe a bit more wear and tear on the places where there is the most friction between the person who sits in the chair and the chair.

If I remember well, the places were the person sits the mos are going to be less saturated ?

Posted

ah ah, thank you very much you fellow mapcoreans! :)

SpicyTanuki, nope that other normal map, is called a detail normal map. it goes in the shader as a tillable normal map.

Nysuatro, actually, that's what I was trying to avoid, making another post-apocalyptic chair, with "gamey" style, know what I mean? I wanted to do something that looks real, something that you could have on your own apartment, something kinda new but with some use. :)

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