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#3 (permalink) |
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New Member
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definately going away from the concept.... but it looks sweet though. keep with it!
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my portfoliowww.bosoldworld.com |
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#4 (permalink) |
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Frequenter
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Looking pretty sweet! It does deviate somewhat from the concept, and appears to be fairly heavily influenced by the Reaper design...but I understand why you went in that direction, as the concept itself seemed far too bulky and cumbersome for a UAV. I'll be looking forward to seeing this thing when it's textured
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#5 (permalink) |
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Senior Member
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Yeah I checked with the admin-boss dudes on my edited design before I proceeded and they were fine with it. You hit the nail on the head btw Kaleb, the concept is bulky and has some not-so-elegant proportions. I think the real life Reaper looks far better
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#6 (permalink) |
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Frequenter
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3 things Xoliul.
1. Your model looks good, I like the variation. Second. Thank you for your work on the viewport shader, works well and is awesome. C. Are you still improving it and/or or looking for suggestions? Last edited by Chaosquack; 18-09-2009 at 05:28 PM. |
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#7 (permalink) |
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Industry Artist
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Looking good so far xoliul, like some of the design changes you made
One thing though, right now the highpoly really feels like a smoothed version of the lowpoly. There's very little extra detail inthere that can make the normal map more interesting. Do you have any plans on adding those? Nevertheless, after that skorpion you made i'm very eager to see how this will turn out ![]() J |
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#8 (permalink) |
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Senior Member
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Efficiency is the main deal here. I'm building the high and low simultaneously, so there aren't big differences between them. It's because I've learned that doing simple, smaller details is just a lot faster and easier in Photoshop. I could spend tons of work on getting bodylines and details in the highpoly, only to end up with a crappy bake that has jagged lines and isn't strong enough. My philosophy is big smoothed surfaces and smoothed corners are for highpoly, because Photoshop can't do these as they are geometry dependent. The smaller lines and details are for after the bake. So yes, I'll put it full of those after it's been baked.
Chaos: thanks man. Do you mean suggestions on my shader or my UAV ?
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#9 (permalink) |
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Frequenter
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"I've learned that doing simple, smaller details is just a lot faster and easier in Photoshop. I could spend tons of work on getting bodylines and details in the highpoly, only to end up with a crappy bake that has jagged lines and isn't strong enough."
I agree 10000%. After the chair I did last comp I found myself deleting all the micro details and redoing them by hand. Wasted modelling time. As for the suggestions, I was talking about the shader Xol. The only thing I think it is missing compared to a modern engine is a slot for a detail normal map slot. Regardless thanks for the work on it. |
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#10 (permalink) |
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Senior Member
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Detail normal's a good idea. I'll keep it in mind, it's a possible idea for a change. People sometimes come up with pretty crazy requests/suggestions for my shader (can't blame them though, as the objections to those ideas are mostly complex technical limits).
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