knj Posted November 29, 2011 Report Posted November 29, 2011 ":1q131bic]knj, I envy your awesome ability to learn and progress like no other! You do, you learn, you listen to feedback, you get better, and repeat the circle. Like any talented artists should do. Really good stuff! thats really nice to hear dude, thanks a lot ! Tisky this is starting to look as mustang, so you are doing great Quote
Tisky Posted December 3, 2011 Report Posted December 3, 2011 I spend more time with 3DS Max than Bf3, whats wrong with me?!!?!?!? Anyway, more progress: Hopefully i can have it done next week if i get enough time for it. Quote
Froyok Posted December 3, 2011 Report Posted December 3, 2011 I spend more time with 3DS Max than Bf3, whats wrong with me?!!?!?!? Welcome in the dark world ! Quote
knj Posted December 4, 2011 Report Posted December 4, 2011 I spend more time with 3DS Max than Bf3, whats wrong with me?!!?!?!? Welcome in the dark world ! Quote
Bunglo Posted December 4, 2011 Report Posted December 4, 2011 Trying to do a small, romantic/gothic-esque scene. Trying different ideas for the architecture to get something interesting. Using the tod that came with the forest level in the SDK. Don't mind the missing chunck at the top of the arches, the mesh was too short when I wanted to test the results from the bend modifier. Quote
Froyok Posted December 7, 2011 Report Posted December 7, 2011 Working on a shadow of colossus type game. I'm currently making the first colossus : It's my first "true" zBrush work ! Quote
Warby Posted December 7, 2011 Report Posted December 7, 2011 i endorse ! but more architecture and fur please =^ö^= Quote
Rick_D Posted December 7, 2011 Report Posted December 7, 2011 i don't know what that it? it's like rock, but it's so obviously zbrushed, there's no joints or breaks in the surface? dunno, seems a bit early to start texturing/adding material Quote
Gambini Posted December 8, 2011 Report Posted December 8, 2011 That´s a cute model but you´re doing a UV space waste. Quote
aaron_da_killa Posted December 10, 2011 Report Posted December 10, 2011 Some fine work on this page. edit: err.. the previous page. Quote
Froyok Posted December 10, 2011 Report Posted December 10, 2011 Advices for getting a better normal map ? With the average normal setting for the highpoly model in xnormal I lost a lot of my surface details and my normal map is finally a little blurred. I have tried a little sharp filter in photoshop but it's not very clean. Currently I use the green channel and the blue channel as AO mask (in multiply mode) for getting more cavity lines. I also use a cavity map from the normal map for highlighting the edges. Quote
Em' Posted December 11, 2011 Report Posted December 11, 2011 What material is it supposed to be ? It looks like dry clay. Maybe try to detail further your initial Z mesh. Quote
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