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Old 09-08-2010, 03:57 PM   #151
Cordero
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Hey Raul!
Looks awesome! I was wondering whats your render setup, it brings out the details pretty effectively!
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Old 09-08-2010, 04:09 PM   #152
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im in xsi...do you still wanna know?
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Old 10-08-2010, 03:57 AM   #153
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i may do a tutorial later on, tho for now. The trick is to use a shader that mixes 2 specular together. A very strong outdoor ligthing set up, is optional, but does make it look more natural. And what makes it look less cg is the ao.
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Old 10-08-2010, 06:10 AM   #154
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I didn't know you use xsi! Thats cool. I heard that its somehow better for animation then 3dsmax.

Thanks for the explanation

any idea for your next project?
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Old 16-08-2010, 07:09 PM   #155
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small update on my lp. shader doesnt like alphas..but i hear there are ways to get around it. If not, then i may just have to model in those little things.

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Old 24-08-2010, 12:21 AM   #156
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HI Raul.;
I really lov yuor work , so
Rage it's amazing man! what you doing in this game?
I know it was so ****ing cool!
hug.>
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Old 24-08-2010, 06:13 AM   #157
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Yo Z3D, thanx!

Well, i dont really do much, just sit there and watch youtube videos all day long. Like everyone else. After all badass art just comes out of the blue! :P

Tho, my main deal is texturing...tons of texturing the landscapes. Is fun making things pretty!
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Old 24-08-2010, 12:32 PM   #158
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I've been watching this thread for a long time and I don't know why I haven't commented on it yet. Really really excellent prop work Raul! I mean, you are putting together a real solid portfolio here.

What are you using to do your realtime renders? Marmoset?
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Old 24-08-2010, 03:26 PM   #159
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buzzy - dude! im like a huge fan of yours! And thanx. Im slowly getting there.

I was using marmoset at 1st, then the 3ps shader came out, with their quality normal modifier for max. Which i think is beyond awesome! So i started using that ONLY because it woulf fix the weird normals generated by max. I have to say that i may like the new marmoset a bit better, but unfortunately it doesnt have a quality normal modifier.
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Old 25-08-2010, 07:13 AM   #160
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Ive been working on this textures for a few nigths now. Getting to the point where its starting to look like something

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Old 25-08-2010, 09:24 AM   #161
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looks ace so far i would like to say something useful, but i can't so..
i'll just dance

anyway, do you think that the 3 point shader is better then the xoliul shader? or is it just different?
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Old 25-08-2010, 12:29 PM   #162
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Looks really great! The dented, beat-up textures look excellent.

2 things I could mention - First, the rust on the blade looks somewhat painted on. Not sure how you can improve that.
Second, there is a squashed tube on the side of the motor (probably the exhaust port) and I bet it is probably round in real life, not squashed like it is in your model.
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Old 25-08-2010, 05:30 PM   #163
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yeah Raul!
incredible textures!
'outside of the blue'
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Old 25-08-2010, 06:12 PM   #164
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The textures are amazing, I am totally loving the chipped off paint. i am guessing, this is all hand-painted? The rust on the barrel part is spot-on, though I agree with Buzzy about the rust on the balde. Also on the blade, not sure if it's error or not, check the image - the bolt color seems to be cutted off where the metal plate ends

Since I was in the overpaint madness, I looked at your topology and overpainted the barrel capping. It saves only two tris ( :-) ), but it is also better optimized for real-time rendering (or something like that, I have readed an article on polycount, where it was mentioned. I can dig it, if you want, but I am sure you have stumbled upon it already :-) )

Hope you don't mind my overpaints :-)
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Old 25-08-2010, 09:29 PM   #165
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Originally Posted by Zlatovous View Post
Since I was in the overpaint madness, I looked at your topology and overpainted the barrel capping. It saves only two tris ( :-) ), but it is also better optimized for real-time rendering
You might be referring to one of my post about smoothing due to the number of smoothing calcs that need to be applied to the middle vert vs quad calculations (or not!). Basically poles are bad if they increase the number of smoothing calculations per vertex in RT engines
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