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#1 (permalink) |
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New Member
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video games modeling portfolio
hi everyone this is my new realtime render from 3ds max 2009 viewport
i used 3* 2048 textures painted in photoshop (no light map ) i used vertex paint to simulat the AO and the soft shadow in the scene i used 1 directional light to similat the sun light and 2 omni light as a bounced light i did not use any normal or speclar maps in this scene hope you like it thanx c&c are welcome ![]() ![]() ![]() ![]() ![]() Last edited by badr_douah; 16-08-2010 at 11:47 AM. |
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#2 (permalink) |
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New Member
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Thats a really nice piece. I love the simplicity of it and the texturing is really great. Nice attention to detail.
I have a few gripes though: Why not use normal and spec maps? Why did you not smooth some polys? for eg. the bevels on the curbs Also, for in-game it might be too high poly. Some of the rubble work that you've modelled into some parts could have been done with the texturing. oh and that would be expected to be done using 1* 2048 texture map, possibly lower res aswell. Small gripes compared to the overall quality though, good work!
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My Portfolio |
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#3 (permalink) |
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Frequenter
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Looks solid mate but I don't see the need for so much wireframe.
You can float most of the geometry in the scene, instead of building it all into each other. It will save you hassle and time, and will be more optimized for a game engine. Few other things, - Divisons on your alpha fence, could get rid of them and maybe keep one in if you want to break the straight angle
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www.mcsherry3d.com Last edited by Elliott; 16-08-2010 at 01:35 PM. |
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#4 (permalink) | |
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New Member
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Quote:
![]() Take a look at some free commercial assets inside Udk as a reference, anyway good work ![]()
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Portfolio : http://www.kukiarts.com |
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#5 (permalink) | |
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New Member
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Quote:
thanx for your reply i did not use normal and specular maps in the scene because this functionality does not exist in 3ds max 2009 viewport , i tried to use metal bump 9 as a shader that can support normal and spec map in max viewport but it deactivate the dynamic light in the scene automaticly i don't know why .thanx |
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#6 (permalink) |
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New Member
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[quote=Elliott;125629]Looks solid mate but I don't see the need for so much wireframe.
You can float most of the geometry in the scene, instead of building it all into each other. It will save you hassle and time, and will be more optimized for a game engine. Few other things, - Divisons on your alpha fence, could get rid of them and maybe keep one in if you want to break the straight angle[/QUOTE hi elliott thanx for your reply about the division of the alpha fence actually i cant get rid of them i need those polygons to save the space in the main texture thanx |
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#7 (permalink) | |
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New Member
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Quote:
first thanx for your reply sur kuki i will give it a visite can you please give me a link thnx |
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#8 (permalink) | |
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Senior Member
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) would have to recommend Xoliul's shader: http://www.game-artist.net/forums/su...rt-shader.htmlwith this you'll be able to display diffuse, normal, spec and many more right inside your viewport. |
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| The Following 2 Users Say Thank You to dermaeher88 For This Useful Post: |
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#9 (permalink) |
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Senior Member
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if you are trying to show off the realtime aspect of this while still using normal maps and spec you should consider throwing this scene into UDK (which is free and extremely powerful) or marmoset which is also free and quite popular. That way you can boast that your work is in a game engine. Otherwise the scene looks really nice. Very clean and simple, but shows off your texturing work nicely!
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| The Following User Says Thank You to turtlepaste For This Useful Post: |
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#10 (permalink) | |
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New Member
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Quote:
first thanx for your recommendation i tried the Xoliul's shader it look nice and professional but i can't find the normal bump intensity and that is a big problem anyway thanx friend |
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| The Following User Says Thank You to badr_douah For This Useful Post: |
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