Alas poor Impy...
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Some texture work I was doing to Impys head, went a bit OTT and decided to bash him up good...
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I admit i did Photoshop in a few effects like spec bloom etc...
I guess alot of TF face materials would just be matt silver finnish, so I got bored with that and started seeing if I could actually unwrap my mesh and texture it properly, and finnaly im happy that ive done this, ive spent years working out a decent method!
I guess alot of TF face materials would just be matt silver finnish, so I got bored with that and started seeing if I could actually unwrap my mesh and texture it properly, and finnaly im happy that ive done this, ive spent years working out a decent method!
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Looking cool already, mate! Just make sure the textures aren't stretched too much. I think you need a bit more detail in there, meaning you have to put more pixels in there. Also keep the texture scaling constant over the various surfaces!
I myself am always partial to keeping the color scheme simple and elegant. Too many colors quickly looks too crowded and busy. Not sure if that's possible with a thing such as damage though.
Looking forward to more!
I myself am always partial to keeping the color scheme simple and elegant. Too many colors quickly looks too crowded and busy. Not sure if that's possible with a thing such as damage though.
Looking forward to more!
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cheers ppl.
Yeah that texture ress needs to fly up - im being lame its only like 512x512, when I could run like 2056x2056 to be honest - its not gonna slow renders down much...
Good point on texture scaling, thats somthing that did escape me, im gonna go back and have another go.
On thing I have noticed, is due to the lack of model detail, it can look a bit naf. if i wasnt so lazy I should go back and model in tears on the steel etc.., wouldnt be that hard as I have a texture to look at now
Yeah that texture ress needs to fly up - im being lame its only like 512x512, when I could run like 2056x2056 to be honest - its not gonna slow renders down much...
Good point on texture scaling, thats somthing that did escape me, im gonna go back and have another go.
On thing I have noticed, is due to the lack of model detail, it can look a bit naf. if i wasnt so lazy I should go back and model in tears on the steel etc.., wouldnt be that hard as I have a texture to look at now
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you see this is why im taking extra math classes at the moment...Dylan wrote:That's 2048.
i wonder what I could achive with normal maps, I understand the concept, not to sure how to implement. subdeviding parts of the mesh (alot) and using some displacement might be cool.
of course if micro trigangle displacement (MTD) actually worked properly then id use that...
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As far as I understand, the benefit / principle of normal maps is that you create a high poly version manually and use that as input for the low poly version.
Normal maps actually have 3 channels (sort of like RGB), where as bump maps is simply a single channel grey scale image.
Maybe import it in ZBrush?
Normal maps actually have 3 channels (sort of like RGB), where as bump maps is simply a single channel grey scale image.
Maybe import it in ZBrush?
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