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    Giving Back

    I just wanted to say thanks to the forum members for the help and tutorials.

    This is my first attempt at low poly modeling / unwrapping / texturing.

    Details:

    Green Dumpster (UDK_Dumpster.upk)
    976 Tris
    1 Material
    3 Textures (Diffuse/ Specular and Normal)





    Download Package:
    UPDATED - New Download Link:
    http://www.mediafire.com/download.php?kftwd11hwrfqnq1

    Package created using UDK 01-2012

    Thanks all and keep up the good work.

    #2
    Neato, thanks for making this available!

    Comment


      #3
      I can't download it, always is corrupted (only download 177 bytes). Can you upload it to Mediafire?

      Comment


        #4
        I would have also baked out an ambient occlusion map just to make it look even better, but that's probably asking too much.

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          #5
          That looks proper dude. I will eventually reach the point where I have to start modeling aswell. Could you give information about how long you worked until you got this done?

          Comment


            #6
            Originally posted by WedgeBob View Post
            I would have also baked out an ambient occlusion map just to make it look even better, but that's probably asking too much.
            I did bake out an AO map, but placed it on top of my diffuse layers in Photoshop (using mulitply)

            Is there a better way? (Can I use an AO map inside of a UDK mat? - what slot would you plug an AO map in to ?)

            saiboat - I took around an hour to model (using google images for reference), UV unwrapping was a royal pain (around 30 minutes) - then I spent a couple hours in Photoshop building and tweaking the textures.

            I render the unwrapped model in 3dsmax (using a mental ray Ambient Occlusion material)
            Using that image in photoshop, I added color and stickers.
            Then began to overlay various dirt / grunge maps (changing opacity) to give the "dirty" look.
            Last thing was to move the AO map to the top layer and set it's transfer mode to multiply.

            After reading tutorials last night, a cool technique I saw was using a photoshop eraser tool with an abstract brush to lighten the edges of the main diffuse texture, I gives the appearance of worn edges (adds realism).
            I'm going to try this next

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