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Post subject: Re: marks 3D Posted: Fri Jul 23, 2010 2:51 pm |
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Posts: 1660 Location: dining in hell
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Yeah possibly, but I'm modelling with my unwrap/texture in mind so I would rather have a mesh which is more UV-space efficient than save a couple of hundred tris which is pretty negligible performance-wise, compared to how much textures cost (which considering this is gonna be using like 4+ texture maps at 2048x1024 ... uv efficiency is important).
Also, I'm almost finished lowpoly and inside my budget. Got about 800 tris to model the flashlight attachment, the main version with eotech is done at 9040 tri.
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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Post subject: Re: marks 3D Posted: Fri Jul 23, 2010 11:07 pm |
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Posts: 1660 Location: dining in hell
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quick stone study, trying to pick up ZBrush for environment texturing:  
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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Post subject: Re: marks 3D Posted: Sat Jul 24, 2010 9:21 am |
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Posts: 1660 Location: dining in hell
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_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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Kharn
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Post subject: Re: marks 3D Posted: Sun Jul 25, 2010 4:22 am |
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Posts: 1021 Location: Australia
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You might consider the first 1 shite for what you're currently attempting, but hold onto it. You've made some pretty awesome elephant skin right there, and it might come in handy later on.
_________________ http://www.saffron66.com
Freelance Digital Artist.
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Post subject: Re: marks 3D Posted: Mon Jul 26, 2010 7:03 pm |
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Posts: 1660 Location: dining in hell
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more textures for a scene im working on, snow and ice respectively: 
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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Gaz
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Post subject: Re: marks 3D Posted: Mon Jul 26, 2010 8:45 pm |
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Posts: 4595 Location: Islington London
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L = Snow MASTER
_________________ My Stupid Comic
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Ravanna
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Post subject: Re: marks 3D Posted: Tue Jul 27, 2010 9:50 pm |
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Posts: 72 Location: Bournemouth/Solent
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i swear to god, seriously, Zbrush's materials dont do certain textures justice. You could keep the normal and diffuse from what you've made, stick it in max, and it'll end up looking way better. ZB usually lacks contrast and adds too much gloss/ambient to make things rubbery, aside from Fast Shader
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Post subject: Re: marks 3D Posted: Sun Aug 01, 2010 12:20 am |
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Posts: 1660 Location: dining in hell
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still need to tweak the normalmap, but its mostly there. 1024x2048, attachments are going on separate texture sheets. 
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
Last edited by marks on Sun Aug 01, 2010 1:20 pm, edited 1 time in total.
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Post subject: Re: marks 3D Posted: Sun Aug 01, 2010 12:40 am |
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Posts: 1660 Location: dining in hell
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also, filing cabinet - 512x256 textures: 
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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doggett
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Post subject: Re: marks 3D Posted: Sun Aug 01, 2010 6:04 pm |
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Posts: 766
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Could add some name slots on the cabinet to make it more interesting.
_________________ Attitude determines latitude!
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Jamie_D
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Post subject: Re: marks 3D Posted: Sun Aug 01, 2010 9:25 pm |
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Posts: 1474
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That strikes me as Looking fairly low res, considering its a 512x256.
Perhaps try rendering it out without any view port filters on and maybe sharpening the texture.
Assuming this is just a box and not knowing anything about what kind of platform or game type this is for, I think you could add some more shape to it. Id be tempted to have more loops close to the edges of the cabinet, as if you were going to do a mesh smooth - Once you make it one smoothing group (or maybe 2) and have a specular map, you'll get a nice highlight capability.
Id also model one of the draws slightly open or ajar.
_________________ http://www.jamesdegen.blogspot.com - My Portfolio
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Post subject: Re: marks 3D Posted: Sat Aug 07, 2010 6:34 pm |
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Posts: 1660 Location: dining in hell
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still needs a lot of detailing, broad strokes are there however: gonna get to filing cabinets amongst other props in the week  mostly finished update: 
_________________ Portfolio | LinkedIn | Blog "Never be afraid to do something new. Remember, amateurs built the ark; professionals built the titanic." Anonymous
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Gaz
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Post subject: Re: marks 3D Posted: Sun Aug 08, 2010 7:18 pm |
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Posts: 4595 Location: Islington London
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Good job  I know next to nothing about guns, other than I think they look nice, and I want to kill things with them. Aesthetically, I know its probably true to life, but the magazine looks a bit silly that hue. Just personal opinion though
_________________ My Stupid Comic
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Kinky
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Post subject: Re: marks 3D Posted: Sun Aug 08, 2010 7:40 pm |
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Posts: 437 Location: Knee Deep in Source SDK Documentation...
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I was expecting OD magpuls... Looks good though. Perfectly accurate. I presume its not quite finished? stock and grip look like they need some light scratching to add some interest, reciever looks great. Looking forward to seeing it with all its silly RAS gubbins... as much as i can look forward to seeing an M4 
_________________ "Stick a fork in me im done!" "Those are proper Leon wheels" "Basically it was a photo on a plane!" "Widen that so its a bit more of a gash"
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