Zhukov opened this issue on Nov 01, 2000 ยท 11 posts
Zhukov posted Wed, 01 November 2000 at 5:12 PM
ClintH posted Wed, 01 November 2000 at 5:16 PM
Awesome. I love the paint color. The only thing I would add to it is some weathering... Maybe some oil marks around the moving parts, Black powder marks around the end of the gun etc.... Other than that - SWEET!!! Clint
Clint Hawkins
MarketPlace Manager/Copyright Agent
All my life I've been over the top ... I don't know what I'm doing
... All I know is I don't wana stop!
(Zakk Wylde (2007))
hoborg posted Wed, 01 November 2000 at 7:15 PM
I think it would look cool with camo colors. And some weathering. It's hard to do with a procedural texture, but layers should work well enough. 100 hours!? Wow. I wish I had that kind of drive... Hoborg
hoborg posted Wed, 01 November 2000 at 7:18 PM
Also I would maybe model a cap or something at the end of the Left arm. It looks like it was just extruded.... The cap, and maybe various other parts, like joints should be a metallic color or something...
MarkBremmer posted Wed, 01 November 2000 at 10:15 PM
Zhukov posted Thu, 02 November 2000 at 3:26 AM
Thanks for the comments, the more the better. Mark B. i am assuming that the Cellular mixer is the weatherization? or is in the plug-in? (which i didnt even know existed, hehe) Also, how would i get a camo texture on this? I am really new so I doont have a clue. I wanted to somehow overlay
a camo pattern, but i dont have the shader skillz yet. Any help would be appreciated
MarkBremmer posted Thu, 02 November 2000 at 5:48 AM
Hi Zhukov, The 'running rust' is a function of the the Digital Carver's Guild slope shader plug in blending the two color components. In place of the selected colors you could use Texture Maps. Expect an increase in render time, however. Also, if you're going to do a High Resolution render (300 ppi) or a real close up, you'll also need some high resolution texture maps so that the camo pattern doesn't began pixelating. Good textures can really take any model to the next step of beleivablity and sophistication. But it takes time. It's not unusual for me to spend an equal, if not more time, texturing than modeling. I'm looking forward to your next intsallment! Mark
AzChip posted Thu, 02 November 2000 at 9:26 AM
Zhukov posted Fri, 03 November 2000 at 3:54 AM
Thanks, NO problem with critical advice here, i obviously need help, hehe. I like your idea, where can i get the Eric W's square function
? Also. what are the best shininess and highlight levels for metal? Coolness, Z (Thanks Clint for the awseome shaders)
MarkBremmer posted Fri, 03 November 2000 at 5:05 AM
Attached Link: http://www.digitalcarversguild.com
Eric's excellent material is at the link indicated. Also, try Brian Retford's great stuff at: http://www.losthorizonsoftware.com/
ClintH posted Fri, 03 November 2000 at 6:48 AM