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Posted

There we go:

30k tris

3x 2048

Gotta fix some things on the normalmaps and reexport that middle part, since the normals are flipped around the seam.

Final version soon. :)

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Lowpoly

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Editor shot:

ingame1et8.jpg

Editor unlit ambient occlusion:

ingame2ri8.jpg

Lowpoly (White stuff is imported brushwork):

r15ba1.jpg

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Maps

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sidestuffdkopienm3.jpg

sidestufflkopiegl9.jpg

uv1dkopiegj3.jpg

uv1lkopiexa3.jpg

uv2dkopielj0.jpg

uv2lkopielf6.jpg

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Highpoly

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Had no idea for a sidecap, so I doodled this one in Zbrush:

r11gz8.jpg

r12zw8.jpg

r13to6.jpg

r14qn7.jpg

r16hp1.jpg

r17zp7.jpg

Posted

amazing work psyshokiller ..hm could it be d3 ...? .. it looks like an ue3 render or is it really idtech4 ?

some small progress on my spartan :

spartan00x4iw3.th.jpg

ps: yeah i know the hands are bullshit .. they are somewhere on my endless "to do list" :i

Posted

Unfortunately rth is dead. On top of that, the forum got hacked again some months ago. :(

The model is for my Prey sp map, which is in the works for quite a while now. I posted some stuff from time to time. (that spider thingie etc.)

I think I'll have to make one of those cool wip threads, that get updated while the level progresses further. :D

Posted

It's a portal generator hp. Lot's of evil stuff will travel through it, so there's something to shoot at. :D

Peris: I guess you're referring to this http://img387.imageshack.us/img387/5517/uv1lkopiexa3.jpg one with "wave normalmaps"?

I painted most of it out in PS and the remaining waves can't be seen.

The ambient occlusion was quite weird. I tried xnormal, max's mental ray and light tracer, neither gave me a good result. The mental ray ones became too gray even with a high spread value, xnormal often just captured the small details and light tracer's results came out too bright. I combined the ones from xnormal and mental ray in PS then. Any hints/tips?

Glad you guys like it. :v

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