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#1 (permalink) |
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Industry Artist
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STC #29 - November 23 - November 30 - Back Alley
![]() Make sure you have read and understood the rules & submission guidelines before entering the challenge. . Note: You might have to check the face normals and the smoothing groups if you're using the OBJ file... |
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#4 (permalink) |
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Game Art Student
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this loooks FUUUUUUUUN. okay i'm going to get started on it soon -
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#6 (permalink) |
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Game Art Student
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phew - finished
![]() ![]() Maps at 25% (Original maps 2048x2048) usual collection of cgtextures, my own and google images composed and overlayed until it looked sweet. specular is just hue/saturation change + levels + brightness contrast + layer opacity changes. i could have made the pipe normals better but i ran out of time (i will upload the maps for you soon - dont gimme hell because i dont have them up now)
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE Last edited by sampson; 24-11-2008 at 01:01 AM. |
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#8 (permalink) |
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Game Art Student
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finsish first in posting - or the votes
lolthey'll be up soon.
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#9 (permalink) |
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Frequenter
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Textures from CGtextures and own collection. Blocked out the parts first. Then started working on details, wanted a rainy environment with some growth of moss / algae. Quickly pulled the diffuse through the Nvidea normal filter, it gave an ok result. No time for spec map. Using Doylle's Viewport shader, somehow the spec is quite high if there's none used so that worked out in favour of the wet feel to it.
![]() maps: Diffuse Normal |
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