
Mr. D: Really nice hi-poly model, really efficient map too.
SpikedHelmet: Mm, yeah, I must practice arranging UVs more.
Moderators: MR.D, Moderators
I have all of the files include my psds uploaded on uf. Feel free to grab them and ripp them open.Warlord Zsinj wrote:Smoth, two questions;
could I see the reflection map for the morty?
Mostly it is that I treat the texture 2 like it was a bump map. It is just the metalic areas with some contrast and brightness adjustments. When my pc is back up again, I can look at doing one of your reflective maps for you if it will help.Warlord Zsinj wrote: Reflection is working really well for you there, but for me it always seems to be either mega glarey or not at all, rather then a nice reflective sheen.
Draw a circle selection, fill it with my colors and textures, bevel emboss and then merge that layer with a new layer to flatten it on it's own layer. From there I use burn or dodge to adjust it. Then I crop and delet parts I do not want.Warlord Zsinj wrote: Also, what steps do you use to get the rounded elements, such as the cog on the side of the morty's leg?
On one uvmap I had like 9 but that was low detail stuff, if I didn't rush it I could have made those models better then I did. The final stuff is getting more attention.Maelstrom wrote:You should see smoths UV maps for the Tower Defense mod. WOW. I think he regularly got 2-4 turrets on one 512x512 map. Its kinda scary to be honest...
Sounds like one of those easier said then done thingsDraw a circle selection, fill it with my colors and textures, bevel emboss and then merge that layer with a new layer to flatten it on it's own layer. From there I use burn or dodge to adjust it. Then I crop and delet parts I do not want.
Does it mean i have to combine all the parts?smoth wrote:all parts need to be on the same uvmap.
rattle wrote:Keep the UV window open and split your workspace between the UV and viewport (middle mouse on the title bar of a window does that), then you'll see what is what by highlighting a face.
I hope you modeled that one straight and turned stuff around for the screenshot. Legs look like you randomly rotated them around their center points instead of proper origins...
Burn the heretic! The Atlas is one of the most awesome designs and it's not ugly but scary. :PSpikedHelmet wrote:The design is ugly as fuck but its an awesome texx job.
Photoshop I would assume.over 9000 in paint or somethin?