-HP- Posted July 16, 2008 Report Posted July 16, 2008 Very nice prop. Normal map looks clean, maybe too clean. You should make an height map based on your difuse, use the nvidia filter or crazy bump on it, and overlay it on top of your normal map, it should stand out a little bit more. Good job. Quote
Buddy Posted July 16, 2008 Report Posted July 16, 2008 Normal is good, it doesnt have to burn your eyes you know... Quote
Minos Posted July 16, 2008 Report Posted July 16, 2008 That's awesome pomperi, I really dig the texture! Quote
Acumen Posted July 16, 2008 Report Posted July 16, 2008 some mockup models i made for a new racetrack map i'd like to realize. since zaphod is getting more and more done with zerogear, i thought, i'd leave my own project aside, and just fiddle around in max - if i get it done, i might learn how to get it into that ogre engine (i guess that's what they are using), or else it's just some weird project, i'll never finish, as usual these props will lay around aside the actual racetrack (which will be a pet cage) so they will be rather huge anyways, here are the first ones - more to come tomorrow (i guess ^^) Quote
BJA Posted July 17, 2008 Report Posted July 17, 2008 The most exciting things to model, a crate! Quote
-HP- Posted July 17, 2008 Report Posted July 17, 2008 Nice, very clean geometry! Great job as always BJA! I see you'r using colored speculars now, cool. Quote
BJA Posted July 18, 2008 Report Posted July 18, 2008 Yeah, I know the polycount is way too high for such a small model, could have optimized those handles a little bit. Thanks for comments Quote
Pomperi Posted July 18, 2008 Report Posted July 18, 2008 Thanks for the replies! ":3odk791e]Very nice prop. Normal map looks clean, maybe too clean. You should make an height map based on your difuse, use the nvidia filter or crazy bump on it, and overlay it on top of your normal map, it should stand out a little bit more. Good job. It actually has a very subtle grunge normal map overlayed, but painted metal surfaces normaly doesn't get very bumpy, unless they are heavily dented or chipped from heavy corrosion. Here comes the rest to fit with the control panel: It is basicly three modules which you stack on top of eachother. The reason for this is because the height of it might change from arena to arena depending on how the level designer wants to implement the machine in his level. Without saying to much, it's a somewhat central piece in the Decadence gameplay. :wink: Quote
-HP- Posted July 18, 2008 Report Posted July 18, 2008 Nice, I like this last prop Pomperi, looks very "round", so I guess that high poly count has been put to good use! Quote
m8nkey Posted July 18, 2008 Report Posted July 18, 2008 Awesome stuff Pomperi. Great looking textures BJA, I agree with Pericolos0 that the polycount is a bit excessive though. Quote
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