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Old 17-12-2008, 10:35 AM   #1311 (permalink)
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Trying to make a small riverside scene as some practice. Basic layout is done, going to add more detail in now.

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Old 17-12-2008, 11:54 AM   #1312 (permalink)
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Xoliul, Talon, nice seeing you got the taste for good old uninterpolated and low-poly goodness!

Tim27, Looks good, but the tires in the tier need some more random disposition, and something to hang from. now they look like they've been glued to the tier, and that is, if not impossible, unheard of. Good start and nice render too.
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Old 17-12-2008, 12:16 PM   #1313 (permalink)
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Pixel blending is for pussies :P

Tom: I'd maybe try and get a few more flat planes into the rock to give it a more strata-ish/splintered feel and for more interesting bits to catch the light - if you do a quick google image search for boulder or big rock you'll see that mostly they're either very smoothed by erosion or are have a lot of flat planes where seams have allowed them to break apart. Currently it's a bit amorphous/blobby and really only relying on the detail normal to give it a rocky feel. I'd also tone the diffuse waaay down - it's coming across as just pure noise at the moment and it overpowers everything else you've got on there.

Jimi: Cheers It's actually the Dirty Deeds Bertie variant of the Rothchild Bertie, one of the great Ashley Wood's characters from Robots vs Zombies / Robots vs Zombies vs Amazons / World War Robot. Well worth checking them out
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Last edited by Talon; 17-12-2008 at 12:21 PM.
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Old 17-12-2008, 12:50 PM   #1314 (permalink)
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Thanks talon, I'll definitly mess with it some more. This was mainly just a test piece to get the workflow down. For this particular rock I was going for a granite feel like this http://www.dkimages.com/discover/pre...8/15021977.JPG

Although I made a more subtle boulderish diffuse too. I'll post some of those when I get time.

But yea, you are right. It needs more flatness. The sculpt I made was more of a boulder type, and the texture was more of a granite.
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Old 25-12-2008, 12:50 AM   #1315 (permalink)
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Not sure if i posted this up but this is a model I did for some freelance work.
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Old 25-12-2008, 07:38 AM   #1316 (permalink)
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decided to stick with the blue -ish color scheme - still going w/ this guy HAPPPY XMAS! yeay
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Old 25-12-2008, 09:15 AM   #1317 (permalink)
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+1 for keeping the colouration you have.

Pushing that idea further, how about putting the tan colour on the palms of his hands too, kinda like how some races, other than white/caucasian, have lighter palms?

Other than that, freaking finish already!
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Old 28-12-2008, 09:01 PM   #1318 (permalink)
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Been playing around with normal mapping, yet again. Been practicing on making good UV seams and baking from high polys. The models are not important. They are all some very old doodles I had laying around. The models arent really that useful because of the too uniform stones and such, and the greek/roman'ish pillars are nothing like real world pillars, but the process was very fun and I learned a lot.



I've also baked ao's from the high polys but they dont add a significant amount until a proper texture is applied, wich I am not exactly good at.

(all maps are 512x512)
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Last edited by Tom; 28-12-2008 at 09:05 PM.
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Old 28-12-2008, 10:30 PM   #1319 (permalink)
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Be careful you use ref when building stuff.

Structures that have vertical components and are made of bricks (i.e. the well and the walls) have overlapping bricks as it helps bridge the areas that are weak (the gaps between bricks). Stacking bricks ontop of each other is structurally unsound.
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Old 28-12-2008, 10:53 PM   #1320 (permalink)
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Guess I should post some kind of update on this abandoned mental hospital project of mine (I have a thread about it, but since I have little time to work on this it has been slow going):

Edit: Only diffuse textures have been used here, spec and normal are coming.

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