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Firebert that's rockin!
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
, triangle,
432 Posts,
Join Date Feb 2010,
Location Liskeard Cornwall
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splendid concept max!
almighty_gir: obiwan matches great.
currently i'm pushig this scene forward
dont know how far i'll go. only bump maps used so far. currently only a mental ray rendering with a silly glare camera filter on it 
heavy use of lowpoly support edges and dirtmaps

Last edited by aphexx; 04-17-2011 at 03:36 AM..
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, spline,
152 Posts,
Join Date Nov 2009,
Location Germany, Duisburg
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Just a diffuse, wip.

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Firebert, you should make a small tutorial on how to get those renders. I'm clueless when it comes to MR.
Also, do you bring in a decimated version? Or just the highest subdiv? What about the background?
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, card carrying polycounter,
1,935 Posts,
Join Date May 2010,
Location Los Angeles
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I need to add the blades
XBL_ Aerial Knight
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, vertex,
44 Posts,
Join Date Feb 2011,
Location detroit
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Simple grass texture for my game. Guess it looks quite right.
(actually a 256*256 texture repeated 3 times)

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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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There's a couple obvious tiling spots.
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, dedicated polycounter,
1,421 Posts,
Join Date Jan 2008,
Location Vancouver, BC
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Quote:
Originally Posted by DKK
There's a couple obvious tiling spots.
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Yes, that small points with less grass blades, more than everything. Going to fix it, but I'm actually looking if the overall effect is quite good.
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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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Quote:
Originally Posted by Mr_Drayton
Yes, that small points with less grass blades, more than everything. Going to fix it, but I'm actually looking if the overall effect is quite good.
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Yeah, personally I think it looks great. Kind of rendered-looking; how did you create it?
::
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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Quote:
Originally Posted by Mr_Drayton
Yes, that small points with less grass blades, more than everything. Going to fix it, but I'm actually looking if the overall effect is quite good.
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yea how did you make that its really cool looking?
XBL_ Aerial Knight
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, vertex,
44 Posts,
Join Date Feb 2011,
Location detroit
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not much done but hey any progress is better than none! 
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, vertex,
47 Posts,
Join Date Aug 2008,
Location Menston west yorkshire
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Quote:
Originally Posted by Vrav
Yeah, personally I think it looks great. Kind of rendered-looking; how did you create it?
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Plain Photoshop, that was really easy to put up. It's just a big overlay of 32 identical layers, but every one of it has been rotated, mirrored and moved differently from the others.
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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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Quote:
Originally Posted by NBLM
heavy wip

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I'm modelling one of these things myself, found it very difficult to find reference for it, got some you could share? ;)
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, Banned,
5,305 Posts,
Join Date Dec 2008,
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Going to add big flag hanging from the front. Still working on the texture any ideas would be helpful.
XBL_ Aerial Knight
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, vertex,
44 Posts,
Join Date Feb 2011,
Location detroit
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JordanW: thanks dude!
BigJohn: I know I STILL don't know everything about MR and I probably never will.
Would take a long time to do a proper tut, but here's a breakdown of the setup.
Like you mentioned, a decimated mesh out of ZB. The background is duplicated meshes from nCloth simulations (meaning one simulation is run, the state of the simulation is stored, the mesh is duplicated and hidden, then the next simulation is run for the next drapery). Only two drapery meshes are raw duplicates. The others are all individual sims.
I also had "light cards" where the are lights were, but they got in the way of showing the light setup, so they are not in the image.
and here's some of the photoshop process. at the end of this table (not included) is the addition of the ZDepth Pass and more level and color adjustments. there's a lot of settings in photoshop's lens blur filter that really aid in the look. all just experimentation on what you are trying to achieve.
really wish I would have played around with the light color more.
really want to mess more with the particle pass. wasn't very happy with how it worked out and want to study up more on it. i think if used correctly in conjunction with a volume though, it would work very well. still need to perfect it.
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, dedicated polycounter,
1,641 Posts,
Join Date Jan 2009,
Location North Carolina, USA
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finished up this lil bugger

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, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
, polygon,
554 Posts,
Join Date Dec 2010,
Location London, Ontario
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another building for my street scene :
3 x 512x512 (Main tower + Windows)
3 x 512x512 (Shop fronts)
1 x 512x256
1 x 256x256
Other building is here : 
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, spline,
144 Posts,
Join Date Apr 2008,
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Had to model a building in San Francisco with reference photos that I shot myself as an exercise in modularity and repetition... so, here it is...
I've spent my whole day doing this...
It stands at 32077 Tris

"All of time and space; everywhere and anywhere; every star that ever was. Where do you want to start?"
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, triangle,
396 Posts,
Join Date Jan 2010,
Location San Francisco
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Quote:
Originally Posted by jmiles
finished up this lil bugger

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That is beautiful!
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, polygon,
691 Posts,
Join Date Feb 2010,
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superb stuff in the last posts.
nice military crate CJE
very nice weapon jordan. will you paint the highpoly and bake also the diffuse?
jmiles this helmet has style. is it part of some bigger project?
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, spline,
152 Posts,
Join Date Nov 2009,
Location Germany, Duisburg
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created Handpainted textures
on 04-18-2011 05:27 AM


Hi All,
This is my first post at polycount Here I am showing some of my textures which I am using it for a personal works,All the textures are tileables.
C & C are most welcome,
Thanks
GEorgy
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, null,
3 Posts,
Join Date Apr 2011,
, spline,
117 Posts,
Join Date May 2010,
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