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eraser if its not to much to ask could we see wires or parts exploded?
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, triangle,
309 Posts,
Join Date Feb 2007,
Location Seattle WA USA
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Quote:
Originally Posted by Frozan
eraser if its not to much to ask could we see wires or parts exploded?
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Sure; wires
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, Polycount Editor,
745 Posts,
Join Date Jan 2008,
Location Seattle, WA
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yeah, that has quite a couple of polygons  . great stuff eraserhead!
baked some ao and started on the head:
http://img220.imageshack.us/img220/7895/wipbs6.jpg
Last edited by Japhir; 01-17-2009 at 10:45 AM..
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, veteran polycounter,
2,578 Posts,
Join Date Dec 2006,
Location the Netherlands
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dont make the AO black , give it some color according to the materials 
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, veteran polycounter,
3,573 Posts,
Join Date May 2005,
Location Portugal
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any tricks for that? what layer type to use etc? i was struggling with it already...
i set it to multiply, then copied it and set the second one to overlay.. seemed better than multiply only but it still sucks  .
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, veteran polycounter,
2,578 Posts,
Join Date Dec 2006,
Location the Netherlands
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use a hue/saturation layer with a mask above your AO, set it to color mode
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Quote:
Originally Posted by Eraserhead
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Would it have been too much to ask for an isoline view? :p
Basically can't see anything when the mesh is that dense.
Nice model though!
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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Yeah i just use an adjustment layer above the ao, as a child of the AO map (alt+ctrl+g) to make a clipping mask, so that it doesnt' apply to the entire image, just the AO. Just click the
colorize bit in the hue/sat layer.
And then mask off the areas you want red, make another one for the stuff you want blue, etc etc etc
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, Moderator,
8,633 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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Quote:
Originally Posted by MoP
Would it have been too much to ask for an isoline view? :p
Basically can't see anything when the mesh is that dense.
Nice model though!
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Yea sry bout that, here is the updated image; wires
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, Polycount Editor,
745 Posts,
Join Date Jan 2008,
Location Seattle, WA
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ah smart  . thank you very much, both of you.
I have no idea whether this is good as it is, but here is an update. IMO it's already better than before. (i had to repaint the entire head because i merged the ao down  ).

Here is the setup: http://img113.imageshack.us/img113/5919/aocolorsth8.jpg is that what you guys meant?
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, veteran polycounter,
2,578 Posts,
Join Date Dec 2006,
Location the Netherlands
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japhir, I typically use a gradient map on the ao, so you get a nice warm->cool transition.
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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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For the AO, I prefer extracting the non-white from the map (ctrl-click on a color channel, not the rgb one, inverse selection, new layer, fill with black), just lock the transparent pixels on the layer, then just paint on it with whatever colour you want, depending on the zones.
It's nice cause it keeps it all on one layer, for all the colours, no need to mess with adjustement layers which can slow down photoshop quite a bit depending on the texture sizes.
Awesome work on that vehicle Eraser, all those super-tech wheels we see everywhere these days still seem strange to me, I can't see how they'd be more useful than good'ol tires, but they sure look cool. =)
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, polycounter,
1,011 Posts,
Join Date Jun 2006,
Location Paris / France
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<wrong thread>
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, polygon,
551 Posts,
Join Date Jun 2008,
Location Amsterdam
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Quote:
Originally Posted by vahl
just a very quick and dirty proof of concept, all in Zbrush
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Hi Vahl ,
Do You know the tuto "GREEBLE TRICK" from Wayne Robson under Mudbox projection the disp.map ?
Can gives You some idea for ZBrush.

here's the link -
http://www.dashdotslash.net/VideoTut...eebletrick.mov
diZzyWalnut
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, polygon,
572 Posts,
Join Date Nov 2004,
Location France / Toulouse
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Another prop, don't sit on this one!

Might reduce the smaller ones in the scene with texture down to 256 or 128 and tri's too, will have to see how it goes.
Last edited by GCMP; 01-17-2009 at 04:48 PM..
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, dedicated polycounter,
1,473 Posts,
Join Date Apr 2008,
Location United Kingdom
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Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
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, polygon,
533 Posts,
Join Date Aug 2005,
Location Netherlands
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one of the props for my wip church level

Last edited by onionhead_o; 01-17-2009 at 05:15 PM..
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, polygon,
698 Posts,
Join Date Mar 2008,
Location canada
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i work slow, whatever.

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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Quote:
Originally Posted by _Oz
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
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Damn, that was not the intention  fail! Did ponder this but wanted to keep the count down as much as possible, it was kind of an experiment with normals to see how spikey it could look without actual geometry.
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, dedicated polycounter,
1,473 Posts,
Join Date Apr 2008,
Location United Kingdom
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GCMP: yea man I would agree about the alpha planes for the spikes, they are pretty key for a cactus silhouette. right now it looks like a ball with zig zags all over it.
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, dedicated polycounter,
1,627 Posts,
Join Date Sep 2008,
Location Montreal
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Quote:
Originally Posted by diZzyWalnut
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Yeah actually that's the same method, just used a tad differently, by only applying displacement to very specific parts, etc, but overall it's the exact same thing.
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3hrs more guess this makes it not a speedie anymore, whatever ^^
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, veteran polycounter,
3,188 Posts,
Join Date Sep 2006,
Location Berlin Germany
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I might be mistaken, Neox, but I'm pretty sure the proper way to refer to that is "Frickin' RAD!"
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, card carrying polycounter,
2,315 Posts,
Join Date Dec 2007,
Location Fremont, CA
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haha neox i want one!
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Neox that's outstanding
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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