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#31 |
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Lighter/Compositor
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Great work so far everyone. I'm at 956 tri's now, I might save the rest for the water and ground plane.
I have a question, do you have to use uv space for the water or can you just put a shader on it?
__________________
Check me out on DeviantArt! - http://mckronic.deviantart.com/ 2009 Demo on youtube - http://www.youtube.com/watch?v=9QaxYcy6VBI |
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#32 |
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Registered User
Join Date: Jan 2011
Posts: 2
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Wow there's a lot of work being done here and it's looking good. Here's another update.
![]() ![]() Currently 856 tri's. |
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#33 |
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Falling with Style
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Great stuff being made here; great to see it from a couple different approaches.
Here's my model so far. I have some extra tris for more grass and plants underneath it. Time to texture. |
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#34 |
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Registered User
Join Date: Mar 2010
Location: Manchester, UK
Posts: 9
Thanks: 1
Thanked 1 Time in 1 Post
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So, I think it's time I stopped slyly skulking around and actually DO something here. And I shall make my introduction with a boat! I'm enjoying this one, and there's lots of good work from you lot too.
Just shy of the tri limit, but i'm about to re-do the rope. Last edited by Mikleton; 22-01-2011 at 04:22 PM.. |
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#35 |
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Loading......
Join Date: Oct 2008
Posts: 119
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cant wait
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#36 |
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Lighter/Compositor
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does the texture for the ground need to be included in our 512 with the boat?
__________________
Check me out on DeviantArt! - http://mckronic.deviantart.com/ 2009 Demo on youtube - http://www.youtube.com/watch?v=9QaxYcy6VBI |
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#37 |
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Registered User
Join Date: Jun 2010
Location: West Lafayette
Posts: 101
Thanks: 3
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#38 |
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Falling with Style
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Here is my final.
1000 tris. 512x512 diffuse/opacity/specular. I had a lot of fun making this. |
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#39 |
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Registered User
Join Date: Dec 2010
Location: Romania
Posts: 86
Thanks: 2
Thanked 1 Time in 1 Post
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VersionThirst thanks for inspiration. Very nice indeed.
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#40 |
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aka 'nosewalker'
Join Date: Sep 2002
Location: Worcester, UK
Posts: 2,925
Thanks: 274
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Shaping up really very nicely, I'm glad BT's going to be judging this one!
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#41 |
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Available for Freelance
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nice work VersionThirst but why no bump ? would look alot better i think
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#42 |
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Available for Freelance
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im still trying to figure out how to unwrap all textures for separate objects on 1 map lol
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#43 |
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Registered User
Join Date: Mar 2010
Location: Manchester, UK
Posts: 9
Thanks: 1
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Not sure if it's the right way to do it, but you can just select all of your objects and apply the uv unwrap modifier. Then just unwrap as normal.
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#44 |
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Available for Freelance
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hi guys this i my final it sucks i no but not to great on texturing had a lot of fun doing it and leartned a few bits so cheers
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