kanine01 Posted January 5, 2013 Report Posted January 5, 2013 only the dead can know peace from this incompetence Was that about the sword I made or the guy above me? Quote
RedYager Posted January 5, 2013 Report Posted January 5, 2013 Your sword is looking better, have you thought about giving the blade a more indented curve like this ? That shape of blade just seems to say 'Roman' a lot better to me. Quote
kanine01 Posted January 5, 2013 Report Posted January 5, 2013 (View in 3D) Like you said, I'm going to give it a subtle curve like that. Quote
RedYager Posted January 5, 2013 Report Posted January 5, 2013 Do you plan on baking detail from the high poly? Those tiny rings on the grip and the grooves on the handle pieces really wouldn't be needed, the normal map would do a fine job. Quote
kanine01 Posted January 5, 2013 Report Posted January 5, 2013 Do you plan on baking detail from the high poly? Those tiny rings on the grip and the grooves on the handle pieces really wouldn 't be needed, the normal map would do a fine job. Yeah I was planning on that. Also does anyone have some good tutorials on UVW mapping/baking in 3DS MAX and texturing? I'm pretty confuzzled about this part. Quote
RedYager Posted January 5, 2013 Report Posted January 5, 2013 (edited) There is a shit ton out there. I have used these in the past and they were fantastic, I took a lot away: http://cg.tutsplus.c...listic-mailbox/ http://cg.tutsplus.c...-a-water-tower/ http://cg.tutsplus.c...p-uvw-modifier/ There are a lot of great in-depth tutorials on that site As for normal map baking, I'm new to that business myself and have only used Xnormal. Using max seemed too much for me, Once I learnt the basics of Xnormal I realised how simple it can be. When you get to that point feel free to send me a PM, I can give you a complete retards guide to Xnormal basics Edited January 5, 2013 by RedYager Quote
kanine01 Posted January 5, 2013 Report Posted January 5, 2013 There is a shit ton out there. I have used these in the past and they were fantastic, I took a lot away: http://cg.tutsplus.c...listic-mailbox/ http://cg.tutsplus.c...-a-water-tower/ http://cg.tutsplus.c...p-uvw-modifier/ There are a lot of great in-depth tutorials on that site As for normal map baking, I'm new to that business myself and have only used Xnormal. Using max seemed too much for me, Once I learnt the basics of Xnormal I realised how simple it can be. When you get to that point feel free to send me a PM, I can give you a complete retards guide to Xnormal basics Thank you so much, I couldn't find any good tutorials anywhere! Quote
Rick_D Posted January 5, 2013 Report Posted January 5, 2013 only the dead can know peace from this incompetence Was that about the sword I made or the guy above me? not you Quote
knj Posted January 11, 2013 Report Posted January 11, 2013 Textures, but please give me some tips and advices, i know my texturing still suck balls, is it readable ? Seldoon182 and kikette 2 Quote
ShockaPop Posted January 11, 2013 Report Posted January 11, 2013 Holy fuck knj, that's so nice looking piece of maya-tech! All I would add if I had similar skill, is some moss maybe. Just a little bit that green stuff growing at some nooks and crannies. knj 1 Quote
knj Posted January 11, 2013 Report Posted January 11, 2013 Thanks dude, i want to avoid adding moss and stuff like that, as for the texture i still think it's overall too dark, and i need to push some of the details out a lil Quote
Puddy Posted January 11, 2013 Report Posted January 11, 2013 My crit would perhaps be that it looks a bit more metallic rather than stoney? knj 1 Quote
WD Posted January 11, 2013 Report Posted January 11, 2013 (edited) Not my best work but I tried modeling something for arma2 for the first time. Sorry about the shitty angles, it's the best I can do with the model viewer. Only AO is baked. Edited January 11, 2013 by WhiteDevil Quote
RedYager Posted January 11, 2013 Report Posted January 11, 2013 Knj - That makes my head spin just looking at it, so much intricate detail! Superb work WhiteDevil - Such a safe way to transport a Nuclear Warhead What's noticeable to me is the studs/screws overlapping the edge of the crate around the top. Also the yellow painted trim looks a bit odd and flat. knj 1 Quote
WD Posted January 11, 2013 Report Posted January 11, 2013 (edited) knj - I really lack the knowledge to give you any good advice but I'll give it anyway. Your mayan thing needs some color. something from the yellow-green spectrum. you know, so it looks old. It also looks a bit unreadable from a distance. Use color to separate the different parts of your mayan thingy from each other. And like other say it looks a bit like metal now, might be because of the lighting you use for the pictures or the normal maps having no impact to give that edgy feeling. RedYager - You know... terrorists, they aren't the brightest of the bunch thanks for your criticism the model viewer has the tendency to leave normals looking flat as hell, don't know why. The yellow trim has very deep normalmap already and I don't have a clue how the hell arma2 speculars work. They work in a RGB spectrum and the developer wiki says: "here's a math graph how to calculate the specular maps to RGB, have fun" ... so that's why I couldn't get the run down paint to look the way I wanted Edited January 11, 2013 by WhiteDevil knj 1 Quote
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