Search found 39 matches
- Sat Dec 20, 2014 8:43 pm UTC
- Forum: Models
- Topic: Eggpod (2)
- Replies: 44
- Views: 37174
Re: Egg (2)
I'll try and keep playing around with the textures, I had the latest texture blown out to see how bright i really needed to have the textures look good in the game engine. Sorry for any delays and whatnot as I've recently been promoted to art director for my game company currently working on a cheri...
- Mon Dec 15, 2014 2:10 am UTC
- Forum: Models
- Topic: Eggpod (2)
- Replies: 44
- Views: 37174
Re: Egg (2)
The right is the original egg texture, and the left is the modified brightened colors. As far as the egg core goes, I darkened the colors if that is what you were looking for in your explanation. I originally had the veins sculpted on top of the egg, but because an glow map was agreed upon I went wi...
- Sun Dec 14, 2014 11:51 pm UTC
- Forum: Models
- Topic: Eggpod (2)
- Replies: 44
- Views: 37174
Re: Egg (2)
I'll play around with the texture some more.
Re: Barricade
Yeah I would say it is done. Any more changes and it would be incremental at best. I will package the files and send them to kharnov as soon as I can to be sent down the pipeline.
This work is licensed under a CC-BY-SA 3.0 license, attribute it to Ted "SyphonX" Chow.
Re: Barricade
Texture pass 3. I took the gradient idea and made the tentacles transition from a muscle-like structure to a more bone like tip. I decided to go with more muscle and cartilage like colors as the transition felt more natural. The tentacles have that deadly death weed look. Angle view http://i58.tinyp...
Re: Barricade
Texture Pass 2. Alternative look to the tentacles. The color has been changed to provide a more distinct separation from the more fleshly body. At the time of texturing I was thinking of the tentacles for an octopus and the inflatable nature of the creature, while the spikes and boney colors were us...
Re: Barricade
I'll play around with the tentacle colors ranges and see what compliments well. I'll also make the eyes more of a glowing solid color than the concept.
Re: Barricade
Previous renders had the brightness intensity blown up for marmoset, this one is more of the natural diffuse color.
Re: Barricade
Barricade Update. Texture pass. Tri count is 8500 - down from 9200 - with two 2k diffuse/spec/normal/gloss maps. the base model is one contiguous closed mesh with two separate material ids for the body and tentacle. Tentacles were push forward so its more like a 3 dimensional rectangle. Front View. ...
Re: Barricade
I'll see what I can do.