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#11 (permalink) |
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@OriK: yes you could be right about the ribs. i will check how it looks smoothed
@zortech: thanks @xadeko: have to test it ingame, the original normal map was 4096² (just for anti aliasing proposes) the wire, yes in some areas it's very messy regarding quads ands tri's, but who cares ingame the engine kills quads anyway..@doylle: like i wrote i won't do the diffuse at all (maybe i will tst myself in doing a basic diffuse, but iam not able do to it good enough) but i will definatly post it here when it's done greets |
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#15 (permalink) |
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Artist
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okay, i finished him now. i won't do anything else on him, expect a recompile with the final diffusemap.
here is the result: ![]() and here a actual Wireframe and an ingame shot. i reduced the polycount to 2779 trigons and he use 2x1024² texture maps (diffuse and normal). i will post him in the finished pieces gallery when evan has done the diffuse map ![]() |
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