View Full Version : textureint only with procedurals

05 May 2002, 10:14 PM
i'v done a test of SDmodeling/texturing with just procedural maps
in 3ds max . here are some snaps, i'll attach the original .max file
for you to study & expelor. any suggestion/comments/refine
is welcome.

05 May 2002, 10:14 PM
2nd pic:

05 May 2002, 10:16 PM
3th one:

05 May 2002, 10:21 PM
...& this is the scene,
done in 3dsmax 4.2.6
5 hours working
no additional plug-in used

(sorry for .RAR , the ziped file was bigger than 50k)

05 May 2002, 10:24 PM
...& this is a wireframe...for who that doesn't want to d/l the file:

05 May 2002, 08:28 AM
haha :D , nobody was interested, 0 download of the file!

05 May 2002, 04:30 AM
looks good...

Dave Black
06 June 2002, 05:00 PM
Hey, sweet! Nice light-handed use of polys. If you are a procedural nut, you might also be interested in using a plugin called "DarkTree". Works wonders, and give you more options. Model and textures are looking good...Can't wait to see the body and some animations.

Only thing I can see that could use some work would be the structure of the polys. This is always hard to say, but the polys are slightly wrong if you are planning to animate this guy. They need to flow better from the eyes and mouth, since they will be (typically)deforming a great deal. Maybe you should think about some modifications before going any further.

All in all, tho...Nice!


06 June 2002, 10:01 PM
thank you 3DZealot (u starcraft fan?! me too!)

u r totaly right, but i think i'm not gonna to finish or animate it!
just for procedural test, & i'll check the DarkTree plug u said.
maybe i'll make a new full body character of this demon/devil
man & animate it, well, why not?'s a good practice. with
new procedurals & more complex, & some nice masking.

Q: what's the strategy against 2 squadrun of battle cruisers?!
A: just 3 squadrun scout!

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