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#21 (permalink) |
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Freelancer
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My suggestion here may take more time to accomplish than what the 90 minute time limit allows. For those not familiar with using TurboSmooth in Max to help create High Poly Models for nice edges in Normal Map use, this model presents an excellent candidate to use and learn from. So, after those competitions are in, I would encourage people new to this technique to give it a try it. Here's a site showing Inorganic Modeling Fundamentals to help (registration at Digital Apprentice Workshop is free).
Attached is a GIF of the crowbar with several images of the process from Low Poly to High Poly. The other attachment is a JPG showing the process step by step since the guy in the video goes so fast (he's good: don't get me wrong), it's kinda hard to see how he does it, especially for the 1st timers.
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Old age and trickery will always overcome youth and ambition. Last edited by Dregs; 01-07-2009 at 03:42 PM. |
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#27 (permalink) |
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New Member
![]() 14
- 8
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Haven't done a speed texturing in a while.
![]() ![]() for this one, i did a quick sculpt in Zbrush using the Crease hard edges plugin to do the hard edge stuff. then just beat it up quick with some stock alphas i have on my drive, and the scratch tool. that was about 20 mins. rest of the time was spent baking the textures out from Turtle, and Zbrush and organizing them in photoshop. then doing a quick color pass under that and doing a bit of tuning. to do the spec map i used the bakes from turtle, and overlay ed them over a tuned color map. I'm thinking of doing a second version that will be more of a cartoony style. we shall see if I'm in the mood, or sober enough after all the BBQs haha. |
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#28 (permalink) |
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Game Art Student
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sampson jumps in in the nick of time - please view fullsize
600th post! ![]() maps at 100% http://i41.tinypic.com/14942rk.jpg
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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