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Frozan's Avatar
Old (#301)
eraser if its not to much to ask could we see wires or parts exploded?
Jeremy Estrellado

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Paul Pepera's Avatar
Old (#302)
Quote:
Originally Posted by Frozan View Post
eraser if its not to much to ask could we see wires or parts exploded?
Sure; wires
a.k.a. Eraserhead : game art portfolio
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Japhir's Avatar
Old (#303)
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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Joao Sapiro's Avatar
Old (#304)
dont make the AO black , give it some color according to the materials
Joao Sapiro Josue - 3D freelance artist
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Japhir's Avatar
Old (#305)
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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vahl's Avatar
Old (#306)
use a hue/saturation layer with a mask above your AO, set it to color mode
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MoP's Avatar
Old (#307)
Quote:
Originally Posted by Eraserhead View Post
Sure; wires
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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EarthQuake's Avatar
Old (#308)
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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Paul Pepera's Avatar
Old (#309)
Quote:
Originally Posted by MoP View Post
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!
Yea sry bout that, here is the updated image; wires
a.k.a. Eraserhead : game art portfolio
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Japhir's Avatar
Old (#310)
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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LoTekK's Avatar
Old (#311)
japhir, I typically use a gradient map on the ao, so you get a nice warm->cool transition.
FlowMap Painter v0.9.2

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"Has anyone really been far even as decided to use even go want to do look more like?" -DKK
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Bal's Avatar
Old (#312)
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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LEViATHAN's Avatar
Old (#313)
<wrong thread>
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diZzyWalnut's Avatar
Old (#314)
Quote:
Originally Posted by vahl View Post


just a very quick and dirty proof of concept, all in Zbrush
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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GCMP's Avatar
Old (#315)
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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osman's Avatar
Old (#316)
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
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Environment Artist - Guerrilla Games
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onionhead_o's Avatar
Old (#317)
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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Joseph Silverman's Avatar
Old (#318)
i work slow, whatever.

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GCMP's Avatar
Old (#319)
Quote:
Originally Posted by _Oz View Post
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
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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PixelMasher's Avatar
Old (#320)
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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vahl's Avatar
Old (#321)
Quote:
Originally Posted by diZzyWalnut View Post
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
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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Neox's Avatar
Old (#322)

3hrs more guess this makes it not a speedie anymore, whatever ^^
bonus vir semper tiro.

Steffen 'Neox' Unger
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Swizzle's Avatar
Old (#323)
I might be mistaken, Neox, but I'm pretty sure the proper way to refer to that is "Frickin' RAD!"
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snake85027's Avatar
Old (#324)
haha neox i want one!
Looking for work.
www.dwbailey.com
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Joseph Silverman's Avatar
Old (#325)
Neox that's outstanding
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