|
I rendered it with toon Shading. Alpha doesn't show up in viewport. >.< Anyway, here's my new vechile.
Rolls Royce:
and texture:
Tris: 555
|
, vertex,
47 Posts,
Join Date Jan 2011,
|
Quote:
I stumbled across this while working on the Death knight mini comp. I was not alone in the frustration with Maya's inability to render proper alphas in the view port.
This "MAY" help you too.
1. Create two identical shader nodes in the Hypershade, the only difference being that one has an alpha map and the other does not.
2. Apply the normal shader to anything that does not use an alpha and the Alpha shader to anything that does use alpha's.
3. Within the attribute editor for the alpha map go to the "Colour Balance" tab and change the "Default Colour" to black and turn on "Alpha Is Luminance"
4. Swith the Maya view port to High quality render and enjoy the results.
Here are some pic's that I hope will help visually.
I have found that this works for me and I hope it will help others.
Cheers.
Duncan Fraser.
|
http://www.gameartisans.org/forums/s...ead.php?t=6442
edit: also, could you give some wires of that last car? It looks lower poly than 555, maybe I can help you spot some places to save tris. Those textures are pretty huge BTW, any reason for combining lowpoly with large textures? Is it for a Flash app?
Last edited by Snader; 02-24-2011 at 03:22 PM..
Geospheres rule, regular spheres drool!
|
, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
|
Quote:
Originally Posted by Buppy
o. Cheers blud. Nice van, I'd like to see one in orange. (The best ones are orange). I'd like to see it a bit higher poly but, thats just preference.
Also now I want to make a van.
|
haha, that's a cool retro van!
great stuff submitted these days
Quote:
Originally Posted by Komalrajsingh
I rendered it with toon Shading. Alpha doesn't show up in viewport. >.< Anyway, here's my new vechile.
Rolls Royce:
and texture:
Tris: 555
|
this is perfect
This is a model i've done at request on my site

1258 tri; 1 texture 512x512
Last edited by paradise.engineering; 02-24-2011 at 03:22 PM..
|
, spline,
150 Posts,
Join Date Feb 2011,
Location LowpolyWorkshop.com
, spline,
116 Posts,
Join Date Jul 2006,
Location Richmond
|
Sure, here's the wire. I may be adding more tris to it. N no it's for personal project. Though i'd just make it big :p.
Here's the wireframe:
@ paradise.engineering: nice model.
@ kiril0t: nice ..
|
, vertex,
47 Posts,
Join Date Jan 2011,
|

red can be cut, green should replace them. purple can go as well, though they can be used to mirror if you think you don't have enough texture space (my advice: at ~500tris, a 256² is plenty.)
topleft is a mockup of how I'd make the headlights (the weird colors is so you can understand the shape) and they're 26 triangles a pop.
Doing this should at least give you 9 or 10 sides on the tires, I think, and possibly some detail elsewhere.
Geospheres rule, regular spheres drool!
|
, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
, null,
1 Posts,
Join Date Aug 2010,
|
Quote:
Originally Posted by kiril0t
|
I like where this is headed. Whats it for?
|
, vertex,
30 Posts,
Join Date Aug 2010,
|
Its an Iphone game, should be out in a few weeks, will be free, Its an endless running game, shhhhhh. Glad you like it!
|
, spline,
116 Posts,
Join Date Jul 2006,
Location Richmond
|
I re-textured this environment for a friend's Nokia N8 game. He's going to GDC next week to present the game, hope that helps somehow!

|
, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
|
Really like the environment Minotaur, and the choice of colors.
|
, vertex,
36 Posts,
Join Date Feb 2010,
|
low poly army man im making. need to improve it alot more
Last edited by CactusFantastico; 02-26-2011 at 12:35 PM..
|
, spline,
218 Posts,
Join Date Apr 2010,
Location England
|
created Question for experienced low poly artists
on 02-26-2011 11:29 AM
Hi Guys,
Do you think 5 hours is too much time for a model like this?:
P.S.:I tried to post on general forums, but for some reason the post doesn't appear :o
|
, null,
6 Posts,
Join Date Oct 2010,
Location Spain
|
this is weird, i'm modeling this as general practice and you posted the model right after me haha
looking really really good i have along way to go still obviously :P
Last edited by CactusFantastico; 02-26-2011 at 12:44 PM..
|
, spline,
218 Posts,
Join Date Apr 2010,
Location England
|
Looks like we applied for the same offer 
|
, null,
6 Posts,
Join Date Oct 2010,
Location Spain
|
haha indeed but now im disheartened because i can't compete to yours D:
i'll still finsh it atleast haha
|
, spline,
218 Posts,
Join Date Apr 2010,
Location England
|
That's the spirit, don't give up! 
|
, null,
6 Posts,
Join Date Oct 2010,
Location Spain
|
Cactus - Sure you can, he didn't make any props, the textures are a bit muddy still and he forgot the tattoo.
Zafio - 5 hours sounds fine, it's a bit faster than I am, I think. If could do with a pinch more polish (read above) but it's good enough for ingame.
It's also in this thread:

Geospheres rule, regular spheres drool!
|
, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
|
how many people did they try to recruit hahaha xD
|
, spline,
218 Posts,
Join Date Apr 2010,
Location England
|

Hey guys. I just finished this up. It's my first real low poly/hand painted prop.
430 Tris
256x256 Texture
The concept i worked from can be found here http://www.warhammeronline.com/conce...ptArt_2007.php in the middle of the the "July 26" group.
Last edited by tbaugher; 04-09-2011 at 02:45 AM..
|
, vertex,
27 Posts,
Join Date Apr 2009,
|
Lots cause I did It too  .

I didn't know what was going on with his upper lip so I put "teeth". I forgot tattoo as well.
Now I am not so distraught over showing It off, hope you guys hit that verts count cause this one is spot on the mark (& tested). Nice work guys also Zafio very nicely done!
By the way, can you post flats zafio not the wire frames the texture I got to see what you did It came out crispy! Also 5 hours is great but will be expected if you get the job.  There maybe a way to get away with adding more objects but I had a hard time getting what I wanted with the limited rules, thats why I am surprised to see zafio's version so crisp.
Last edited by D4V1DC; 02-27-2011 at 12:38 AM..
|
, card carrying polycounter,
2,394 Posts,
Join Date Jan 2005,
|
Man, Angry Mob guys would be pleased to know how famous Guerrilla Bob has become here
$!nz: I'm not sure what does crisp mean exactly, but maybe it has something to do with the texture being a 512² in that shot? Here is a shot with 256²:

|
, null,
6 Posts,
Join Date Oct 2010,
Location Spain
|
Oh I felt as if It was a little high resolution.(crisp, sharp, clean, visible) take your pick.  Thanks for the texture sheet looks just like him & now I understand why It looks so good.
Still looks bad ass at 256² did you guys already send them in?
Otherwise good luck guys!
|
, card carrying polycounter,
2,394 Posts,
Join Date Jan 2005,
|
update on my rallyecar:
my programmingbuddy said I could double the texturesize  -->more ads

Last edited by FreshDumbledore; 02-27-2011 at 03:43 PM..
|
, vertex,
30 Posts,
Join Date Jun 2010,
Location Germany, Schleswig Holstein
|
I'm not sure if that's based on a real rally car design, but it looks a little random and cluttered.
|
, vertex,
36 Posts,
Join Date Feb 2010,
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|