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#1641 (permalink) | |
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Game-Artist.net Staff
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Quote:
That didn't have normals, just a diffuse. I'm not so good with high poly modelling ![]() Also cool looking model. I like the texturing, though the yellow bits do stand out as being over sharpened. The rest looks good to me. Last edited by Craig Lewis; 10-08-2007 at 08:47 AM. |
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#1643 (permalink) | |
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Game-Artist.net Admin
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Quote:
. I was refering to this post for the normal mapping question btw . |
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#1645 (permalink) | |
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Game-Artist.net Staff
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Quote:
That texture was done with a high poly model which I then baked out a normal. Then I made a diffuse, and combined that with the other normal in crazy bump. Though just making the high poly model took forever. I split up a plane into squares then beveled them, and then meshsmoothed it all, but it took a lot of arseing about to look right. If I were to attempt a high poly mesh of the chair I did it would probably take me forever. |
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#1647 (permalink) |
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Game-Artist.net Staff
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Looking good. Are you planning on dirtying it up a little?
A few flecks of dirt, and a few faint paintball stains (as I assume it's a paintballer) Anyway, My latest WIP for my asylum. ![]() I think I should probably replace the metal on the underside of the light, as it's probably too dirty and dented |
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#1650 (permalink) |
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Level Artist
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Working on this hallway what does everyone think about the color choices and texturing what needs to be changed? I still need to add light fixtures on the wall and add a floor/Roof and dirty it up with some decals. the door and wall are both normal mapped from high-poly models.
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