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Work in progress Spacies [Fullconversion - Looking for 3D-Artist]
Traggey Offline
is mildly amused

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#91
RE: Spacies [Fullconversion - Looking for 3D-Artist]

The normal map on the tubes part is borked up, you'll need hard edges on there for the bake to work properly.
10-13-2012, 02:39 PM
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Acies Offline
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#92
RE: Spacies [Fullconversion - Looking for 3D-Artist]

(10-13-2012, 02:39 PM)Traggey Wrote: The normal map on the tubes part is borked up, you'll need hard edges on there for the bake to work properly.
Yeah someone has been surfing on the upper rim of the cylinders.. :>

Edit: Thanks, I'll get to fixing that next time I model. Was thinking about letting it stay, praying people would be blind Tongue

[Image: mZiYnxe.png]


(This post was last modified: 10-14-2012, 03:13 AM by Acies.)
10-14-2012, 03:04 AM
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The chaser Offline
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#93
RE: Spacies [Fullconversion - Looking for 3D-Artist]

(10-03-2012, 12:26 AM)Acies Wrote: http://www1.picturepush.com/photo/a/1056...-43-16.bmp

WHAM! Things are starting to look cool! Same area as featured in the youtube clip.

Might have a slow loading time due to the image being 5 mb.
Just saw this pic. And I'm just like:

Spoiler below!
PRAY THE LORD ACIES

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
10-15-2012, 01:12 PM
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Acies Offline
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#94
RE: Spacies [Fullconversion - Looking for 3D-Artist]

Updated ModDB with some recent progress :]

[Image: mZiYnxe.png]


10-20-2012, 06:50 PM
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kartanonperuna Offline
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#95
RE: Spacies [Fullconversion with a lot of custom models]

(09-16-2012, 11:41 PM)Acies Wrote: I present to thee... THE GROTESQUE!

[Image: oXHWD.jpg]

Full link: http://i.imgur.com/oXHWD.jpg

This is a "first" texture version. Will probably tweak some stuff out, but this should give you an idea of what I'm trying to achieve.


Edit: Ignore the green tint. That's from amnesia's specular maps being green. Smile
What the hell are you...?




And I disagree Danny boy.Seeing something completely not human is scarier at least to me.You have no idea what it is able to do.Thats some freaky shit right there.

Voice actor

Painful shadows



10-22-2012, 09:24 PM
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Acies Offline
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#96
RE: Spacies [Fullconversion - Looking for 3D-Artist]

[Image: Grotesque27Okt-copy.png]

Texture version No. 2. Ideas..?

Edit: Size of the player is approximately the size of one metal leg. :]

[Image: mZiYnxe.png]


(This post was last modified: 10-27-2012, 05:32 AM by Acies.)
10-27-2012, 05:24 AM
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Statyk Offline
Schrödinger's Mod

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#97
RE: Spacies [Fullconversion - Looking for 3D-Artist]

I'd give the "facial features" some depth/color. Perhaps darken the eye sockets and perhaps paint in some veins.
10-27-2012, 05:26 AM
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Acies Offline
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#98
RE: Spacies [Fullconversion - Looking for 3D-Artist]

Of course not :] Might scrap the whole thing though - I'm not quite sure! But the idea behind it is different types of monster behaviours - invoking different types of fears. This (large) one will simply be scary because of it's sheer size; breaking down the environment as it charges you. I've found that being caught by something large and overpowering while you're out of place might actually be scary. Well, that's sort of the reasoning behind it..

[Image: mZiYnxe.png]


10-27-2012, 07:21 PM
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#99
RE: Spacies [Fullconversion - Looking for 3D-Artist]

The second texture is definitely much better! In addition to what Statyk already said, I think you could improve the metal parts a bit more, by making them look more worn and less "pristine". Think about where the metal would get scratched the most - the edges for example or the places where two metal parts scrape across each other.
Put light scratches there and make those parts really bright on the specular (but not on the gloss!) to give the impression that the patina on the metal has been scratched away there.

You could also put some rust on the legs or maybe have some dried blood where the leg of the creature meets the metal.
10-29-2012, 06:19 PM
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Acies Offline
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RE: Spacies [Fullconversion - Looking for 3D-Artist]

(10-29-2012, 06:19 PM)Hirnwirbel Wrote: The second texture is definitely much better! In addition to what Statyk already said, I think you could improve the metal parts a bit more, by making them look more worn and less "pristine". Think about where the metal would get scratched the most - the edges for example or the places where two metal parts scrape across each other.
Put light scratches there and make those parts really bright on the specular (but not on the gloss!) to give the impression that the patina on the metal has been scratched away there.

You could also put some rust on the legs or maybe have some dried blood where the leg of the creature meets the metal.
As it is now, the thing is rendered in maya without specular maps :] The metal is a placeholder - as I feel more comfortable creating metal than creating skin (trying to learn that). But I will definately keep all of your tips in mind once I start the metal. Much appreciated, thank you!

Thank you too Statyk.

In all I need to think about concepts etc. learn sculpting for monsters of higher quality. But 'tis fun!

[Image: mZiYnxe.png]


10-29-2012, 07:22 PM
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