|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#2 (permalink) |
|
Senior Member
|
dont i know you? lol
Ahah anyways... Is that a red cross in that "box" or is that ment to be "light". If it is ment to be light, I would have done it the other way around from slim to wide. I would make the cross on the outside of the box bolder so you can see it better from further distances. I like the crosses on the 4 corners, but if it was to be real life I can imagine myself going face down because I'm not watching out and am desperate to gain health lol. And do add detail with the remainig triangles ![]() |
|
|
| The Following User Says Thank You to bb0x For This Useful Post: |
|
|
#3 (permalink) |
|
Frequenter
![]() 85
- 4
|
[quote=bb0x;24715]dont i know you? lol
I like the crosses on the 4 corners, but if it was to be real life I can imagine myself going face down because I'm not watching out and am desperate to gain health lol. [quote] Yeah, from 3dt, I guess you remember, lol. You're right for the crosses on the corners. I should call it health trap . I'll see if I leave them or not.Thanks for the comments, I'll fix the lights comming from the sides. Last edited by Rawk777; 27-06-2007 at 04:57 PM. |
|
|
|
|
#5 (permalink) |
|
Senior Member
|
i dont thik the yellow light coming from the crosses on the corners would go that diretion... i'd make them go allong with what way the surface is pointing at. and i dont think alight that small would go that far.... unless it is REALLY bright.
|
|
|
| The Following User Says Thank You to bb0x For This Useful Post: |
|
|
#6 (permalink) |
|
Pixel. Vertex+
|
The light beams if that’s what they are seem to long and theres a bit you could optimize to add more detail.
Also a really nice high poly normal map would make the model allot more attractive, bring out some detail and make it feel like something that was made to last.
__________________
Portfolio |
|
|
| The Following User Says Thank You to tkaza For This Useful Post: |
|
|
#7 (permalink) |
|
Frequenter
![]() 85
- 4
|
Thank you for the comments Bbox and Tkaza. For the moment, I decided to put those light beams off to focus on the modeling of the item itself.
I optimized the low-poly version, and I'll post it later. Here is what I have so far with the hi-poly version. I think I still have work to do on it. Any suggestions? It's the first time I model a hi-poly model to bake it to a low-poly one. I already did a few tutorials, but any help woulb be greatly apreciated ![]() |
|
|
|
|
#9 (permalink) |
|
Industry Artist
![]() 556
- 40
|
This things screams.."You will be fully healed if you grab me!". Like the concept.
__________________
-BLOODROBOT www.digitaljoe3d.com hit me up on Facebook..."Joe Carr" ...San Diego Network. |
|
|
|
|
#10 (permalink) |
|
Frequenter
![]() 85
- 4
|
Update! The normal map is on, and I have 946 triangles.
I will have to find a place for the lights in the map, because right now its only a gradient, and the uv is not on the map yet. Someone knows where I can find a good tutorial about how to make those lights rays? The texture is not already done, its just materials yet. |
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |