el Zorro


#159

new update :slight_smile:

hope you like it


#160

Like it! I LOVE IT!!:eek: :drool:

Grate work on texturing it. :thumbsup:

Regards
Bardur


#161

Wow, superb work!, i cant believe i missed this thread. Awesome texture skills, thanks for sharing your tips and tutorials!.


#162

thanks for sharing your tips and tutorials!

if you have any more questions… i’m here, feel free to aks :slight_smile:

ok enough for today :smiley:

only some parts on the gear left and tornado is finally finished…


#163

Yeah he does, but its a great model anyway :scream:

@neox: In one of the PS screenshots is a layer tab which reads “Layer sixtysomething”. Why do you use that much layers( this is no crit, I’m just curious)?


#164

well i add layers and merge them pretty often when working on that texture, i don’t have 60 layers at once but i’m mostly merging to the higher ones, so the number raises higher with every layer i create… workin on one layer isn’t flexible enough, so I add them when i need them and merge them when i’m happy with the result


#165

man your work is great… fantastic textures… i agree with the liam neeson’s look of the model, superb work and nice tips for max users.


#166

Wow. I havent been here for a while, cause I thought your Zorro is nearly finished, but the horse is that nice, that it deserves its own thread.

I know, its a bit too late for ref pics

and thanks for your smart little tutorial.:thumbsup:


#167

wow that’s a really nice idea and excellent tool to take care of seams. Hope Maya can do similar thing.


#168

Very Nice indeed, i love how these have come on recently, please keep em coming…

Col


#169

Very nice, Neox!
Interesting approach you have, in doing a rough black/white/grey sketch as “orientation texture”.

Hope to see you at CG in Leipzig

cheers
Michael


#170

thank you guys :slight_smile:
sorry that i’m currently not updating this thread, but i bought a new computer and the new graphicscard didn’t work so i have to wait till i have a working one :frowning:

hey michael, wann wirst du denn da sein?
Ich bin wahrscheinlich am 18ten und 19ten dort, weiss noch nicht, dadurch dass ich nicht mehr am Stand stehen soll hab ich ja nicht mehr sooo viel zu tun…


#171

Wir laufen vom 17ten bis zum 19ten da rum, wobei allerdings noch zu überlegen ist, ob wir uns den 19ten wirklich auf der Messe sind, oder doch eher irgendwo chillen :wink:

Gruß
Michael


#172

so finally i found the time to do skin him and give him a pose :slight_smile:

http://forums.cgsociety.org/showthread.php?t=287141

well i should change a lot, but i lost the interest in him :wink:
but i’ll show you guys my latest work pretty soon, this time with normalmaps :smiley:

thanks for your support!


#173

Nice, neox. I’ve learnt quite a bit from this thread. Thanks for the “render to texture” tut. I use maya’s version of it(warp texture) to fix seems now and it’s much better than the projection paint method.

Great finished composition. :slight_smile:

-pod


#174

awsome Zorro man…I love the texturing too!!!


#175

hey!!

i have a quick question about the short tutorial you wrote in this thread about getting rid of the seams.
i have followed it up to the point where you map over the seam, but i can’t get the channel 2 uv set to show up on the model. even when i move the uv’s around in the editor, the model still displays the uv’s that are laid out in channel 1.
is there something that i’m doing wrong here?

thanks for the tutorial. i’ve been looking for one like it for ages.

cheers!!


#176

hi!
1st: amazing models- you are my inspiration.
2nd - what’s the poly count on zorro and tornado.
3nd - what do you sugget to some1 like me who has no drawing skill about texturing skills.
i’ve created a dragon and UV maped it on max 8.


here is a little vrtx paint try out

thnx in advance
eli.


#177

Yea I,ve got the same problem over here, what’s up with that?

Very good work btw! love it!<

Edit: I just noticed… even when I press reset UVWs they’re left unchanged… does that mean anything?


#178

Hey hey! after looking for a solution during around 5 hours, I finally figured out what I did wrong (might be helpful to anyone who’s having difficulties).

As retard as it may seem to some who know about channels and all, those who are unaware of how they’re functioning don’t get what is wrong. You simply need to set your material to a specific channel. Go in Materials, pick your 2nd channel materie, go in Maps rollout, click diffuse map and there you should see a channel selection set to 1 by default – switch that to 2.

Hope this helps!