Thursday, 23 August 2012
Wednesday, 22 August 2012
Sunday, 19 August 2012
Bed Normal/Ambient Occlusion maps baked
EDIT: I improved the shape, polycount and everything, also was too dull to realise marmoset wasn't using the AO. Hurp Derp. You can see the difference by comparing them:
---OLD--
Finally, I thought I'd never get this done. I spent a good few hours trying to bake the maps. Xnormal proved to be much faster, but for a few bits like the drapery, it didn't seem to recognize which side it was meant to bake. So then I had to open up Maya and painstakingly wait for the viewer to actually catch up. Anyhow, the diffuse is coming soon, I'm thrilled to have this complete.Thursday, 16 August 2012
Bed WIP
Been working on this for a little while, it doesn't help that I had trouble with baking parts of the map. I decided I'd do each part separately to prevent Maya from crashing! So on the left is what I'm doing in Zbrush at the moment, and on the right is a marmoset render showing off the finished bedposts.
It's a pain, because I made the mistake of using dynamesh and then turning it off which prevented me from going back in sub-divisions. It was also way too high poly even after I halved the polycount. So... lesson learned. ><
It's a pain, because I made the mistake of using dynamesh and then turning it off which prevented me from going back in sub-divisions. It was also way too high poly even after I halved the polycount. So... lesson learned. ><
Thursday, 9 August 2012
Wednesday, 8 August 2012
Saturday, 4 August 2012
Wednesday, 1 August 2012
Cabinet Model WIP
Today I was feeling a bit down, so my progress has been slow with this. I
scrapped my old cabinet model because it was so bad and started again. Got some references too. It looks better (much better than my old one).
I'm pretty stuck on how I should alter the geometry on the feet of the legs... they take up 360 odd tris alone.
I'm pretty stuck on how I should alter the geometry on the feet of the legs... they take up 360 odd tris alone.
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