#41
Posted 31 January 2015 - 09:23 PM
#42
Posted 01 February 2015 - 02:10 PM
Great work!
#43
Posted 08 February 2015 - 04:26 PM
#45
Posted 09 February 2015 - 06:22 AM
Bishop Steiner, on 08 February 2015 - 05:44 PM, said:
Brain...... hurts-
UV Unwrapping is sorcery. Heck, that one is actually pretty spaced out and understandable. A lot of times you can take multiple similar items and stack them on top of each other as well. It's crazy how much you can stick in a 1024x1024 texture map.
#46
Posted 09 February 2015 - 06:31 AM
Joe3142, on 31 January 2015 - 04:15 PM, said:
looks amazing,
but the window behind he hydraulics looks a bit nonsensical, because the pilot would not be able to see that window at all, so why adding a weakpoint there by putting a window there?
And not sure about those rear windows, they maybe too, depends on how easily a pilot can turnn his head in that pilot seat.
Edited by Lily from animove, 09 February 2015 - 06:33 AM.
#47
Posted 09 February 2015 - 07:49 AM
Lily from animove, on 09 February 2015 - 06:31 AM, said:
looks amazing,
but the window behind he hydraulics looks a bit nonsensical, because the pilot would not be able to see that window at all, so why adding a weakpoint there by putting a window there?
And not sure about those rear windows, they maybe too, depends on how easily a pilot can turnn his head in that pilot seat.
traditionally urbanmechs are ringed with viewports. Since cockpit material is heavily armored in Btech not as big a weakness as it may seem, in it's roll. People are not likely to show up on radar, so being able to visually scan in congested urban areas is considered a worthwhile tradeoff. Also, directly behind the pilot is the entry hatch, not a window.
#48
Posted 12 February 2015 - 04:35 PM
I've removed the seat and pilot from this render just to get a better view of the cockpit.
This is the cockpit UV map (Resized to 1024 from 4096)
Buttons UV Map, bit of a mess but it does the job
Edited by Joe3142, 12 February 2015 - 04:44 PM.
#49
Posted 12 February 2015 - 09:06 PM
I'm pretty dang honored you are putting this much work into the Dawg.
#50
Posted 15 February 2015 - 03:55 PM
One thing that really bugs me, is that near the top of the image their is a massive amount of noise. I think it has something to do with the cockpit lights, and the only solution I can think of is to up the samples, but my render time is already high enough.
If anyone has any ideas on how to solve this, please let me know
For showing the work that I have been doing, I will just stick to using simple renders for the time being, since these are much quicker to render and only take a fraction of the time. Once the textures are completed, I will try and do some pretty renders of the mech using the volumetric lighting.
I have made more UV maps, textured them etc...
I've also created normal maps and specular maps for each of the UV maps.
#51
Posted 07 March 2015 - 05:51 PM
UV Map
#52
Posted 07 March 2015 - 08:53 PM
#53
Posted 14 March 2015 - 06:57 AM
The cockpit is freaking sick too
Edited by AkoolPopTart, 14 March 2015 - 07:06 AM.
#54
Posted 14 March 2015 - 07:05 AM
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