LATTEH Posted March 17, 2012 Report Posted March 17, 2012 Wasnt much todo and i love kind of the hill so i made this: the lights on the arrow have an animated texture that lights up from bottom to top! Quote
tr0nic Posted March 17, 2012 Report Posted March 17, 2012 Depending on the position of your model in your environment, change the seam position so it is not as noticeable as it is right now. Texture could use some love too Quote
kanine01 Posted March 30, 2012 Report Posted March 30, 2012 Working on a shadow of colossus type game. I'm currently making the first colossus : It's my first "true" zBrush work ! That's a fucking awesome looking model, but it's face looks like a certain part of the female anatomy. Quote
⌐■_■ Posted April 1, 2012 Report Posted April 1, 2012 not sure what kind of pussy you guys are / were used to???? model looks killer tho Quote
AtsEst Posted April 6, 2012 Report Posted April 6, 2012 We had to make a sickle for our engineering class. I decided to add a bit sci-fy and Tron. Designed in Solidworks. I hardly have time to make any proper art these days *Edit* The lecturer (he an engineer, teaching us to use Solidworks) was baffeled by the design so i had to write an instruction manula for it, also did this picture to demonstrate the "working" position: Quote
Marvin.Star Posted April 10, 2012 Report Posted April 10, 2012 That's a neat design for your sickle Would be interesting to see in the hands of a character. Good stuff! Quote
the0rthopaedicsurgeon Posted April 23, 2012 Report Posted April 23, 2012 i made a texture for a suzuki carry kei truck i finished a while ago. i forgot about logos and text when i unwrapped it and had the whole texture flipped down the middle. i was going to do those with decals, but is it better to put those in a separate texture or in the same one with an alpha channel just for those parts? Quote
e-freak Posted April 23, 2012 Report Posted April 23, 2012 make a plane, use some spare room on your texture (or use a second texture if necessary), put the plane as close as possible to the geometry and use alpha channel if necessary. should do the trick. Quote
Minos Posted April 25, 2012 Report Posted April 25, 2012 i made a texture for a suzuki carry kei truck i finished a while ago. i forgot about logos and text when i unwrapped it and had the whole texture flipped down the middle. i was going to do those with decals, but is it better to put those in a separate texture or in the same one with an alpha channel just for those parts? Thta metal looks like concrete, I'd say to remove all the subtle noise and have a pretty clean surface instead. Car paint doesn't age like that If you want grime add it only where it would build up in real life (corners, concave areas, etc) Quote
The Vulture Posted May 13, 2012 Report Posted May 13, 2012 Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far. Quote
The Vulture Posted May 13, 2012 Report Posted May 13, 2012 That's what I've been looking at... Maybe I just suck. Quote
AtsEst Posted May 13, 2012 Report Posted May 13, 2012 Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far. Image First off are you using any reference? I think not: because concave shapes like that are very rare and generally rocks are not concave at all. Also I can still see the cube base mesh you started from. Rocks usuallyt have quite a few flat surfaces, That are eroded away by the weather. Look at nature and try to figure out how and why things end up looking like they do. Then try to replicate it. Start deforming the base mesh then scrape of parts and only when you have the overal shapes done move on to smaller details. Quote
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