Steppenwolf Posted August 8, 2011 Report Posted August 8, 2011 efreak: any tips on how i can smoothen this out? normals and geometry are mirrored there rick: the shape looks like this in the concept Quote
Froyok Posted August 8, 2011 Report Posted August 8, 2011 efreak: any tips on how i can smoothen this out? normals and geometry are mirrored there Unreal engine powa ! \0/ Try this : http://udn.epicgames.com/Three/LightMapUnwrapping.html and : http://www.polycount.com/forum/showthread.php?t=51088 Quote
Steppenwolf Posted August 8, 2011 Report Posted August 8, 2011 Thx Froyok. Will try to fix it tonight. Quote
knj Posted August 8, 2011 Report Posted August 8, 2011 The Issue that e-freak pointed out, might not be light map issue, can you post your uv's for normal? And Rick_D is right, there is missing one edge loop IMO Quote
knj Posted August 13, 2011 Report Posted August 13, 2011 Looks cool, but whats bother me in design is that, those planes on sides, they don't have any parts to strengthen them on a bottom, looks like it is going to fall of or broke any moment Quote
Gloglebag Posted August 24, 2011 Report Posted August 24, 2011 Finished a Tie Interceptor tutorial by Chris Robson. And a new head in Zbrush: Quote
Gambini Posted September 25, 2011 Report Posted September 25, 2011 This model was utterly ignored at Interloopers. Dunno why. Damn best texturing I ever did. Considering I drawn everything from scratch except for the wheels. As i said in the other forum, i´m looking forward for suggestions about what shaders and parameters i could use. Quote
Armageddon Posted September 25, 2011 Report Posted September 25, 2011 My second ever model. Older: Quote
e-freak Posted September 25, 2011 Report Posted September 25, 2011 http://annekatran.blogspot.com/2011/02/play.html ehm? Quote
Buddy Posted September 25, 2011 Report Posted September 25, 2011 This model was utterly ignored at Interloopers. Dunno why. Damn best texturing I ever did. Considering I drawn everything from scratch except for the wheels. As i said in the other forum, i´m looking forward for suggestions about what shaders and parameters i could use. because everything besides the wheels is shit. Quote
Gambini Posted September 25, 2011 Report Posted September 25, 2011 Oh thanks for your constructive and extended feedback. I´m just curious about one thing: Can you elaborate why do you think it is shit? shit is usually brown, not pale blue. Quote
2d-chris Posted September 25, 2011 Report Posted September 25, 2011 I would use photo based textures at least for the dirty/rusty parts. The thing is - these days it's nothing to boast about not using photo sources for realistic looking assets. Of course there is a huge talent in making textures by hand and if your game is very stylized it's even more important. The problem with source engine is to get really nice results without a stylized look you must overdo the dirty and rust otherwise it looks flat and boring. Quote
Buddy Posted September 25, 2011 Report Posted September 25, 2011 I was being sarcastic, if you put a nice masked phong specular on it then it should look fine. Also what 2d-chris said, if you're aiming for realistic textures then give in to using (mostly) photo source material. Keep up the good work Quote
Gambini Posted September 25, 2011 Report Posted September 25, 2011 Well, that´s a relief. I thought you was being serious I take your advice, 2d-chris and buddy about overdoing the dirty and rusty parts. It´s just that, this time around, i didn´t want to add so much of that. Basically because everything in my mod seems to be dirty and rusted. And I´m not trying to boast, but I really didn´t find a suitable texture to match the color and condition of the car. Will try to improve it a little bit, following your advice. Quote
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