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#11 (permalink) |
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Freelance Artist
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Thanks for the comments guys! Its nice to get that support
![]() Ya i did get that rust running horizontal comment from simon too so ive shreaded it down and added the virticle rust in there a few places as planned. Im nearing completion on my texturing. Just trying to polish it up in certain areas. I have a few more things to do but I am getting really close. I think I will be finished in the next few hours or by tomorrow at least. |
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#13 (permalink) |
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Amateur Artist
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Nice! Looking real good.
![]() What's the first texture map, though? I've seen it before and never really knew what it was for. EDIT: Oh, wait. Isn't it just the thing you get when you bake your UVs? Though it looks so much like the thing you get when you bake "normals" in Blender... I'm confused. :s |
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#14 (permalink) | |
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Freelancer
![]() 138
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Quote:
Its no used on the final model whatsoever, only for the texturing part. |
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#16 (permalink) |
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Industry Artist
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^ what he said, also try pulling back the plane behind the glass to add more depth, the glass / panel looks very flat now. Other then that, amazing work, really nice job on the normals / texture, and all within the limitations of the compo!
Good luck! |
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#17 (permalink) | |
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Amateur Artist
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Quote:
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#18 (permalink) |
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Freelance Artist
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ya you can see the texporter texture applied to the model on the first page. I used it to paint on top, makes things faster and easier.
I actually do have an alpha for the glass. But Its just not really noticeable because the distance inst that great. Im working on a final render now |
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