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Old 09-11-2007, 05:40 AM   #21 (permalink)
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those are awesome Zudchu, really nice style to them
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Old 09-11-2007, 09:45 AM   #22 (permalink)
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Right now I'm cleaning up a model I made a year or so back, so I can hand it off to a friend for texturing practice. Looking back on all the obvious mistakes, I really wonder what I could I have been thinking.

I'm also going to add some mirrors to the side and few other minor details.

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Old 10-11-2007, 10:21 AM   #23 (permalink)
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just a little texture i am working on, i tried to do some bandages, nothing special. the "texture question" thread inspired me

diffuse:


normal:


bump from wich i rendered thee normal:


specular:
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Old 10-11-2007, 07:08 PM   #24 (permalink)
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Svelle, why do you need a bump and a normal-map?
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Old 11-11-2007, 12:14 AM   #25 (permalink)
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Quote:
Originally Posted by Docm30 View Post
Svelle, why do you need a bump and a normal-map?
Quote:
Originally Posted by svelle View Post
bump from wich i rendered thee normal:


I sometimes do the same thing as it really helps when you want to make something in your normal map pop out without applying the same massive amount of detail to the actual texture.
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Old 11-11-2007, 02:10 AM   #26 (permalink)
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Old 12-11-2007, 03:47 AM   #27 (permalink)
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just a little texture i am working on
Whack them all into a shader and apply it to some geo so we can see how it all looks - Then post it here, again!

GO GO GO!

Armanguy, that's incredibly dark, dude. I can only see some faint parts of the ceiling and something that looks like it might be a door handle You might be going for moody, or scary, but if you can't see how moody it is, it's not going to scare you.
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Old 12-11-2007, 05:01 AM   #28 (permalink)
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Im working on a low poly house for my FS2004 airfield.



Texture: 512x1024
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Old 15-11-2007, 03:29 PM   #29 (permalink)
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the heads done for my tau model. Base in Maya, sculpt in Zbrush
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Old 15-11-2007, 04:46 PM   #30 (permalink)
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holy lobster alchy.
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