know the song, but pink floys isn't really my thing, sorry :P
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know the song, but pink floys isn't really my thing, sorry :P
@ ODX
Seems a bit crooked.
Cagerrin, that's looking interesting. How about lighting it up a little more so we can see the details down there?
looking good, keep it up.
Just finished off, got other things to do now. Well, apart from that floater I forgot about. And the edges are WAAAY too tight still, but fuck it. Learn from mistakes for next time ay. One or two little details need to be added as well such as trigger ect...
And the material I used on it made a weird but okay render I think. Lul.
Looking for some tips on a diffuse I'm working on for a holographic unit.
I realise the UV's have a lot of space wasted but unless a significant amount of extra space could be used up without distorting the proportions I don't really want to have to go back and change them.
Last time I worked on a diffuse was the assault rifle at the beginning of the year and since then I've been going through as many tutorials as I can.
The model itself was made by sub-division and I've got a high poly model ready to bake the normal maps with.
What I'm looking for here is what exactly can I do to improve the quality of my diffuse, since the object is fixed inside the control room I doubt it would get all that many scratches but weathering and corrosion is something I've been thinking about but I want to know what people here think before I go ahead and do anything else.
http://img401.imageshack.us/img401/2756/holographic.jpg
Which is for:
E: I've just noticed there is a piece of mesh overlapping another, That will be fixed.