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#1 (permalink) | |
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Senior Artist
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IceDome Evil Droid
Making another thread for my second asset, I think it deserves its own place (forgive me if I'm wrong).
Quote:
My own design, meant to look menacing and bug-like. This one went a lot faster as the workflow was tried and tested on the playervehicle. It was also a lot less important of a model compared to the player. DoylleShader (tm) viewport grabs: ![]() ![]() ![]() Wire ![]() texturesheets (spec ain't that special), downscaled from 1024: ![]() I made use of FilterForge for some parts of the texture. The diffuse, normal and specular of the eyes are a FilterForge filter with some tweaks, the extremely detailed normalmap for the greebled parts is just the normalmap from an FF filter. Very handy, allows for quick normalmap-part creation in a procedural way. Last edited by Xoliul; 08-03-2008 at 03:53 AM. |
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#2 (permalink) |
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Senior Artist
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An amazing piece or work. What else can I say?
I should really check out FilterForge.....looks useful.
__________________
![]() 3D artist at http://www.thinkplaystudios.com/ My Portfolio: http://www.francoisstelluti.com |
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#5 (permalink) |
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Senior Artist
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Thanks guys!
showNomercy: I think 15 hours max, including the gun. Workflow for this was straightforward: model the bug going from by sloppy sketch. Then I created the diffuse using some techniques to keep style consistent, keeping the diffuse more suggestive than overly detailed. After that I did the normal with some pre-made normal details (Masakari here on GA taught me this in a tutorial), nVidia filter and Filterforge. No time for baking anything. Specular was just desaturating all layers and the usual adjusting. For the gun I modelled the lowpoly first from a sideview I found somewhere online. Then I unwrapped it. Duplicated the mesh, and exploded all subobjects by moving them in subobject mode (to prevent normals intersecting when baking). Duplicated that exploded mesh again, and used a lot of chamfering and connect to create a highpoly smoothed version, which I then baked into the exploded lowpoly. The normalmap then got applied to the original non exploded mesh. I find this method works really fast. Then I added some details to the normalmap and created and diffuse and spec (not too much work in those) |
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