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iLegacy

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  1. Different. It's a SkyCUBE But since UDK doesn't contain a default skyCube i imported my own. Just a cube with inverted normals and scaled it up. Of course the UVs aren't optimized but i don't care because if only use UDK for the rendering. I'm not planning doing a game or something. Here is a picture of the textre:
  2. Garagarape Thx man! The mountain shadow is painted into the background. The turtle has also shadow rays from the UDK engine but in this picture they aren't visible that much. welchs64 THX I already sent some of my stuff to an indi dev for free. Not the turtle but parts of my church scene. Don't have a problem with that if it helps
  3. Thx ChingChong, Garagarape & placework Here is a small UDK test. I placed the turtle in a scene with a self painted background (PS, not Coat) and did a rendering.
  4. Tony Nemo Yep that's right. I think i go a bit in the stylized direction but will do some post production on the colors when i setup the final composition.
  5. Colwax Thank you for the images. I also collected some turtle pics but these i didn't found. Cool! Garagarape I recolored some parts and also the skin between the hard parts of the surface. Feelting time Thank you for the kind words Here is an update and i need your help. I tweaked the texture a but and I'm at a point where i don't know what i have to push further or if its enough. I think i'll continue with some rigging and setting up the final composition and waiting for feedback about the texture. Maybe there are some good tipps
  6. Thank you garagarape & chingchong. Regarding to yours feedback a redid the belly. What do you think? And garagarape: What is a carapace? Didn't found this word on leo.dict.org
  7. Thx Pixo & Pezz. Yeah i was also amazed by the PDF. Oh and if you're interested in such stuff you should checkout the GDC Diablo 3 Art panel. Contains very awesome information too and also was done in 3D but from a 2S standpoint: http://www.gdcvault.com/play/1015306/The-Art-of-Diablo
  8. That's whats me botters about 3D Often you have to do so much technical work that the 2D skills are just forgotten. That's why i try to think always in traditional painting rules. This is a wonderful PDF from Valve explaining exactly this. Any i think the transfered 2D rules to 3D perfectly. media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
  9. Worked on the turtle and this is the result. I'm pretty much done with painting the values and will start doing the color soon. Of course only when there is no feedback which helps me to improve the value study.
  10. Garagarape: Thx! No it's not for a game but it was for a small competition on game artisans: WoW Mounts. And yes, i'll colorize it, but first i'll do it in b/w to have good values. When i'm happy with the contrast then, i'll do the color David & JavisF & Michalis: Thx a lot guys Angelia: What do you mean with "How long did you finish it?" - it's far away from finish and i'll hopefully will finish it soon. Randomguy_j: Really good point! I'll check this out! Thx alot! I painted some wood
  11. Hi Folks! Currently I'm working on this turtle. I modelled it in 3Ds Max and painting the texture in 3D Coat Update:
  12. I had the problem, that the exported texture (after pixel paint) was too dark. I used the wrong settings! I boosted the light and ambient strength to get a "flat" view for texture painting. But that boosted also the colors - what i had to do was to use the "flat" view from the "view" menu. With that it's perfect.
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