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#14 (permalink) |
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New Artist
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Thanks a lot guys, gotta say I was a bit nervous about posting them.
![]() DazJW had it right, red channel = spec, blue = glows, green = metallic, but also yellow = windowshields (not as reflective as metallic). I really do love how easy it is to throw those onto vehicles with C&C3 modding...with Generals we had to split off parts of the model. @Alchemist, since I didn't model most of them I didn't really feel comfortable about posting wires/etc...but I can post some if you want a look. The overall poly count is around 500-1500 (depending on the vehicle size). I'll throw in a couple wires when I update this again...there are some of my favorites which I can't post until we update our news with them (the hind/skycrane/etc.). @myles, No...most weren't generated from the diffuse map as they were. I tried it, and tried doing some more detailed normal maps...but ingame the vehicles just looked strange. Thus I opted to do what EA did, and just paint a simple heightmap (only the big, bold lines/shapes) and run the filter over it. I'm pretty sure that this is the best way to do it for this scale of game, since unlike FPS normal maps aren't meant to simulate tiny geometry...but rather to simulate medium scale geometry. @thanoz, Thats very flattering, and while yes it is my ultimate goal...right now I am pretty much just a texture artist. I've honestly only ever completely modeled a handful of models from scratch (and usually those are very simple, sub-100 tri's models). After this project is done I hope to put myself through a bit of a crash course in modeling...maybe try some next-gen (or is it called "current gen" yet?) FPS models. Btw, thanks to the forum mod who deleted that other topic...really should've waited to post until I had some sleep. ![]() |
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#17 (permalink) |
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Senior Artist
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Modeling will not be difficult to pick up. A moron can make good environment models, seriously, it's not that hard. Character modeling is hard because it requires good anatomical knowledge, but who cares, you're not trying to be a character artist.
Let me re-iterate it, you're ready to get a job. Make sure your portfolio and demo reel is current and ready for display. And look around already, this took me 1 minute to find JobSeeker message That's right, texture artist, not modeler, just textures. But go ahead, follow some tutorials, learn to model, it'll take you less than a week to learn enough to be proficient environment modeler if that's one of your goals. |
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#20 (permalink) |
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New Artist
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Not sure about wires, since its really a texturing topic...not modeling. I'll have to ask some of the modelers if they'd be ok with that.
I do plan on posting more screens once we have more of the mod public, much of my favorite work hasn't been unveiled yet. I also might include some of my least favorite work...since the purpose of this was really to get some crits, and it hasn't worked out that way yet. :/ |
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