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created Hoverboard! (WIP)
on 10-25-2011 03:15 PM
Last edited by Justin; 10-25-2011 at 03:58 PM..
Reason: Images were not working
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, null,
12 Posts,
Join Date Sep 2011,
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Your images are not working
Graphic Artist - United States Air Force 2002-2008
Graduate - Art Institute Of California, Orange County - Game Art & Design
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, line,
93 Posts,
Join Date Mar 2010,
Location So Cal
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Thanks for calling that to my attention. They should be working now.
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, null,
12 Posts,
Join Date Sep 2011,
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Hell Yea!. I love Back to the Future more than almost any other movie series in the world. Keep going, it looks great so far.
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, line,
59 Posts,
Join Date Jul 2010,
Location NY
, polygon,
722 Posts,
Join Date Aug 2009,
Location http://nickbarone3d.weebly.com/
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That looks sweet Justin!! b(~_-)d You picked a really cool prop haha
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, dedicated polycounter,
1,667 Posts,
Join Date Nov 2010,
Location Southern California
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Haha! Thanks everybody! Here's what I have now. I was planing on using floating pieces above the screws to bake the indents of the screws in the normal maps. I think I'm going to move on to low poly now. Tips? Suggestions? Issues? All are welcome and appreciated.

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, null,
12 Posts,
Join Date Sep 2011,
, null,
12 Posts,
Join Date Sep 2011,
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YES!
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, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
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This is looking great, however it looks like you forgot to connect a lot of the verts on the bottom side of the board. Just connect those and you should be fine. 
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, polygon,
643 Posts,
Join Date Mar 2010,
Location Long Beach, CA
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This is looking sweeeeeeet! xD
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, dedicated polycounter,
1,667 Posts,
Join Date Nov 2010,
Location Southern California
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I know! I just saw that after I uploaded it! I can't believe I missed that!
*connecting verts right now*
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, null,
12 Posts,
Join Date Sep 2011,
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Great. Can't wait to see it done. What class is it for? For what School?
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, vertex,
27 Posts,
Join Date Sep 2011,
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@brandv3d This is for my Modeling for Games class at Laguna College of Art and Design.
How's my UVW map look?

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, null,
12 Posts,
Join Date Sep 2011,
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Hey, here's what the low poly looks like with the normals applied. I've also got the AO on there with some highlights. How's it look? I know there's something weird going on with the footpad from the normals, but I can't seem to figure it out. The weird shadowing appears even when that area is filled in with the flat color (128, 128, 255). I've checked and that area is flat on the model. Any ideas?

Last edited by Justin; 11-16-2011 at 07:35 AM..
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, null,
12 Posts,
Join Date Sep 2011,
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To me it looks like a smoothing issue. If you look at your LP it looks like you have a similar gradient affect going on.
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, spline,
170 Posts,
Join Date May 2010,
Location Near - Charlotte, NC
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I check the smoothing groups and everything checked out the way it was supposed to. My teacher helped figure out it was an issue that arose when I baked my normals. Although the area was planar, I didn't have it flat against the axis, which caused it to bake weird.
Anyway, here's my latest update, textured in screengrabbed from the UDK view port. It doesn't have the re-baked normals applied, because I didn't bake them yet, but you can't really tell anyway.
Oh! And I was playing around with the emissives in the material editor. There's only one screengrab with them turned on though. I hope to get a particle emitter in there eventually to have flames coming out of the rockets. Anyone know of a good site for a tutorial on something for that?
And thanks for all your help and comments, guys!

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, null,
12 Posts,
Join Date Sep 2011,
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