1. #16
    Senior Member User Gallery
    Join Date
    Sep 2005
    Location
    Australia
    Posts
    1,028

    Default

    The cartridge for your 357 is depicted as a spent casing, as the primer has a dent made by the firing pin while still having the bullet?
    The cop won't score too high with "blanks"........


  2. #17
    Senior Member User Gallery
    Join Date
    Aug 2002
    Location
    The Wicked Tip of West Texas
    Age
    34
    Posts
    3,395

    Default

    I thought the same thing but unless the camera is going to rock a wicked closeup...like really wicked close, it shouldn't matter. =) Now it would matter if the scene called for a closeup of reloading (closeup of removing the shell). By then, the bullet would have left the model and then it really would matter. If that's the case...excellent attention to detail!
    Last edited by Mahlikus The Black; 08-15-12 at 02:38 PM.

  3. #18
    Member User Gallery
    Join Date
    Sep 2011
    Location
    Earth
    Posts
    30

    Default

    Man !!!! thats some awesome models, top notch quality.. no more words.

  4. #19
    Senior Member
    User Gallery
    Join Date
    Nov 2010
    Age
    27
    Posts
    124

    Default

    The gun is very good. Grid model is simple and concise. Good job.

  5. #20
    Senior Member
    User Gallery
    Join Date
    Dec 2002
    Location
    New Hampshire,USA
    Posts
    1,672

    Default

    great work !! cool low poly pistol more -more !!
    " crits n comments always welcome ! "

    "if he who has the most fun wins ? - i won ten fold !! "

  6. #21
    Member User Gallery
    Join Date
    Dec 2007
    Location
    Czech Republic
    Posts
    64

    Default



    New work


  7. #22
    Senior Member
    User Gallery
    Join Date
    Apr 2006
    Posts
    340

    Default

    Excellent work here.
    Francis-Xavier Martins
    Freelance Cg Artist

    ZSketchbook

    Blog
    Cghub

  8. #23
    Member User Gallery
    Join Date
    Aug 2010
    Location
    Florida
    Posts
    84

    Default Great!

    Hi Yeenke, I really like your work! You have awesome stuff posted on this thread. I just would like to ask you what is your workflow and techniques to create your spec maps? I see that your spec really brings an extra level of quality to your models. Last thing, what are you using to render your models? Alright Yeenke, great work. I hope you keep posting more great stuff. Take care.

  9. #24
    Senior Member User Gallery
    Join Date
    Aug 2007
    Posts
    1,127

    Default

    Your stuff looks great!
    "An artist never really finishes his work, he merely abandons it."
    Paul Valery





  10. #25
    New Member User Gallery
    Join Date
    Sep 2008
    Posts
    24

    Thumbs up

    Nice works, very exiting sculpting.

  11. #26
    Member User Gallery
    Join Date
    Dec 2007
    Location
    Czech Republic
    Posts
    64

    Default

    Thanx so mutch for your nice comments guy, i am so happy for them.
    aurfax> What do you mean spec map? i don't understand, specular map? BY the way realtime game
    models are rendered in Marmoset engine. Zombie guy was rendered in Zbrush with x_unodoz material which is
    free on google. I render it just with AO and best render and that's all

  12. #27
    Member User Gallery
    Join Date
    Aug 2010
    Location
    Florida
    Posts
    84

    Default

    Quote Originally Posted by Yeenke View Post
    Thanx so mutch for your nice comments guy, i am so happy for them.
    aurfax> What do you mean spec map? i don't understand, specular map? BY the way realtime game
    models are rendered in Marmoset engine. Zombie guy was rendered in Zbrush with x_unodoz material which is
    free on google. I render it just with AO and best render and that's all
    Hi Yeenke, yes, I'm sorry, I guess sometimes we assume we all understand abbreviations. I meant specular map. Thanks for taking the time to reply and if you can, I would truly appreciate if you can share your workflow on how you build your "spec" maps. That is the one thing right now that I'm having trouble to understand how to really make the specular maps work and look good on the models. I see how nice your materials look on your models (metal, cloth, skin, wood, etc) and I can honestly say I have problems with that. Thanks in advance Yeenke for any knowledge you share. Take care man.

  13. #28
    Member User Gallery
    Join Date
    Dec 2007
    Location
    Czech Republic
    Posts
    64

    Default

    Usuelly i create specular map for game model when is diffuse map done. I think it is so easy. Jut copy in Photoshop final diffue you can desaturate it and what should be so shiny should be light part on the texture and what should be without shine should be dark on texture. I use changing of level adjustment/ bright and contrat and etc. It's good to use creazy bump too. There is possible to have a color of specular so you can put some color to specular map, for example blue. But everything is about set up for example in marmoset, udk, unity and etc. It's not just about specular but about power of specular too. And don't forget set up shader. I hope it helped you a little. If you got any another question feel free and ask

  14. #29
    Member User Gallery
    Join Date
    Oct 2010
    Location
    Germany
    Posts
    58

    Default

    ... lol ... i really like the zombie miner, keep it up Yeenke . You showed some very inspiring stuff within this thread ... thx for that

  15. #30
    Member User Gallery
    Join Date
    Dec 2007
    Location
    Czech Republic
    Posts
    64

    Default

    so here is a lowpoly model with textures. i'll add character in pose/bueauty render/soon, it has 13 000 polys and one 2048x2048 texture


Page 2 of 6 FirstFirst 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •