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Messages - Iraito

Pages: [1] 2
1
Announcements / Re: Cease and Desist
« on: November 21, 2014, 07:45:45 pm »
Sad is the only word i can come by.
Hopefully something new can be born from this.

P.S: I will always be pleased to help you on this project or on a new one.

2
Environmental Models and Textures / Re: Street Props
« on: November 21, 2014, 05:57:53 pm »

Powerpole http://i.cubeupload.com/5gIgCP.png

https://www.mediafire.com/?1qxivv206i2zyr7

Any news atrblizzard ?

3
Environmental Models and Textures / Re: Street Props
« on: November 19, 2014, 03:31:10 pm »
Pierlight  http://i.cubeupload.com/oJ08L0.png

https://www.mediafire.com/?ubdwml1pnjelg0c

The name is pierlight, but it look like a normal street light to me.

4
Environmental Models and Textures / Re: Street Props
« on: November 18, 2014, 10:57:19 pm »
streetlightsky http://i.cubeupload.com/q2Jw9c.png

https://www.mediafire.com/?b4nk3ozeo7zcamc

The model is subdivided in two parts, since i wanted to keep a decent texture definition.

5
Environmental Models and Textures / Re: Furniture Models (Part 1)
« on: November 15, 2014, 07:02:52 am »
Display table http://i.cubeupload.com/uWfN5G.png

https://www.mediafire.com/?vt3cbrd1nuz39kw

http://i.cubeupload.com/WHbbq5.png

Here's the heater. As I said before, I'm new to all this so don't hesitate to leave some comments and critics, I don't want to be a burden for anyone lol.

https://dl.dropboxusercontent.com/u/198250231/Heater.rar


The model look similar to the original one, you should take examples from photos and trying to reproduce them at the best of your possibilities; given the limits of a game engine.
The texturing is good but the model look a little too blocky, and remember you are no burden; any help is more than appreciated.
I guess atrblizzard feel the same.

6
Shaders / Simulate thickness with alpha maps
« on: November 11, 2014, 03:11:57 pm »
Atrblizzard i was thinking of modelling the server, but since many of the parts require holes to be modelled; the mesh can get pretty heavy on the poly count.
So i was asking myself how we could approach the issues from the unity perspective, parallax could be one of the solution but i would like to know if you have any better ideas.

We could at worst use a plane with an alpha to simulate the holes, but i would really like to give thickness to the model.

7
Environmental Models and Textures / Re: Furniture Models (Part 1)
« on: November 10, 2014, 08:08:31 am »
Dresser http://i.cubeupload.com/oYGpDJ.png

I don't remember anymore where the dresser was placed in-game, so i did a clean version; if a dirty whithered version is needed i will do it.

https://www.mediafire.com/?6i4c5g6jd0o3p62

Also i'm happy for the metalness, i prefer this method.

8
Environmental Models and Textures / Re: Street Props
« on: November 09, 2014, 05:40:07 am »
I just did a little experiment with the specularity method.
Tell me if it works in unity.

https://www.mediafire.com/?qww5b2mev1efvd3

http://i.cubeupload.com/w9Tp1m.png

Also it seems they are going to implement metallness shortly after release, so i don't know if the method should be dropped.

9
Environmental Models and Textures / Re: Street Props
« on: November 09, 2014, 03:34:03 am »
I will need to find a new way to create the reflectivity map.

This time i finished the trashcan lid with metalness and i also tweaked the trashcan material to get a better result.

https://www.mediafire.com/?9f34ni5bhkmbya2
 
http://i.cubeupload.com/BvEn49.png


https://www.mediafire.com/?0s1ompg9c43sg9y

http://i.cubeupload.com/ZoukG3.png

10
Environmental Models and Textures / Re: Street Props
« on: November 08, 2014, 05:25:34 am »

Trashcan http://i.cubeupload.com/DC5Q5s.png

https://www.mediafire.com/?9f34ni5bhkmbya2

11
Environmental Models and Textures / Re: Street Props
« on: October 23, 2014, 06:12:00 pm »
Awesome work as usual, Iraito! Really loving every detail put into it.

May I ask, and chances are you've already informed me with this question, what software are you using to modeling them?
I'm heavily inclined on brushing up my workflow on getting some prop models done here and there myself, not to mention a good opportunity to expand my roles on the project for a chance.

Right now i use blender, in the past i used for some time 3DS and for a long time XSI.
In the end they behave almost exactly in the same way, and give the same results; everything is in the hand of the modeller.
And as always thanks for the compliments.

12
Environmental Models and Textures / Re: Street Props
« on: October 17, 2014, 04:58:00 am »

Green dumpster http://i.cubeupload.com/IJMbVG.png

https://www.mediafire.com/?i8wta1jtugif8o1

13
Environmental Models and Textures / Re: Street Props
« on: October 14, 2014, 03:50:01 pm »
Mailbox http://i.cubeupload.com/KiBvJs.png

https://www.mediafire.com/?q4k34ksy8yf8gf1

14
Environmental Models and Textures / Re: Street Props
« on: October 11, 2014, 05:28:35 pm »
looks awesome! have you tried giving it some self illumination? It works fairly well with Lux

I'm using toolbag 2, everything related to unity is up to atr.



Another fantastic rendition, Iraito! Seems you've read my mind with remodeling it after its real life counterpart. I knew I forgot to mention this, but kudos!

Also is there a possibility to save the images in PNG or TGA if that is not too much trouble? I've seen the file size goes up a lot because of its resolution, which is why I understand why JPG, but if there isn't too much loss in quality then it should be fine.


There's really no need to use TGA or PNG, the detail loss is unimportant believe me.
And thanks for the compliments.

15
Environmental Models and Textures / Re: Santa Monica (Structural Props)
« on: October 11, 2014, 05:07:02 pm »
labldgb04 (which it's nothing more than a palladian window) http://i.cubeupload.com/1u6TcP.png

https://www.mediafire.com/?nvcvmqurdfldg7t

If the textures are too heavy, lower the resolution or compress them, also, do you use a LOD system that use the lower resolution textures from a certain distance ?


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