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Old 16-11-2007, 10:59 AM   #41 (permalink)
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looks like some sort of hl2 combine style floating scanner thingy?
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Old 16-11-2007, 11:41 AM   #42 (permalink)
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Meh, may as well post this while it's in my ctrl+v



A steampunk-esque engineer, a school project and my first time doing an organic character. It still needs a lot of work, I'm still doing the head,and I need to fix the chest and feet a bit, but I've only used half my poly budget so I have plenty to play with.
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Old 16-11-2007, 12:05 PM   #43 (permalink)
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just messing with it in photoshop, lack of sleep art

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Old 16-11-2007, 12:43 PM   #44 (permalink)
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looking good.
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Old 16-11-2007, 06:33 PM   #45 (permalink)
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Quote:
Originally Posted by chris89 View Post
(useless rant which i deleted because i didn't fully read the posts)

Nice ammo crate though tKaza. Is it me? the lighting? or is it very yellow/greenish? maybe a bit too much?
Indeed had some feedback on it on lopers so i desaturated it and put on some scratches.

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http://www.tk-3d.com/pics/ammodifuse.jpg
http://www.tk-3d.com/pics/NormalsMapammo.jpg
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Old 17-11-2007, 03:41 AM   #46 (permalink)
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That's better tKaza.

Ow Snake, please use more blue-ish lightNing
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Old 17-11-2007, 03:51 AM   #47 (permalink)
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I'm working on a vehicule (static mesh on 3DSMAX) just posted bellow and also a low poly tree for PS2 (Maya)
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Old 17-11-2007, 03:52 AM   #48 (permalink)
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Quote:
Originally Posted by tkaza View Post
Indeed had some feedback on it on lopers so i desaturated it and put on some scratches.
IMAGE
Maps
http://www.tk-3d.com/pics/ammodifuse.jpg
http://www.tk-3d.com/pics/NormalsMapammo.jpg
Looks ace, scratches look nice! Only crit i have is that the green parts look a bit plain. If you could just grab a texture at CG textures, put in top of you layerstack an put it on overlay (play with the values), i'm pretty sure that you can fix this issue...
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Old 18-11-2007, 09:50 AM   #49 (permalink)
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Ingame crate, in crysis, and folks this is one of the best engines to show your work in imo, the normals are strong and the work flow is 3 clicks and your models in game in less than 30 seconds.


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Old 19-11-2007, 06:21 AM   #50 (permalink)
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Static Map

Dynamic Maps

I'm still not very familiar with getting decent render setups so I thought I'd mess around with some lights and try and get the dynamic lighting(bottom) one to look as close as possible to the painted lighting(top). Used three omni lights, one with and intensity of 1.00 and two more set to .7 Any crits or advice?
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