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Markus Liberty

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... I see a few friendly faces here though, so why the hell not in this case ;)

... and im happy to see your friendly face too :)

amazing. .. and in your case consider it a compliment of highest grade when i say: as usual ;)

Edited by Ragna_Rok

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I started texturing this thing, Its my absolute biggest weak point...Anyways there is a tiny bit of progress. This is just a screen of the game model with just the WIP diffuse in Max. Will have to take it into the game and see how things look there with normal/specular maps.

gallery_4065_248_155231.png

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I am pretty much finished with the shield. Textures are not all that crappy this time around but they need some tweaking.

gallery_4065_248_103045.jpg

That looks awesome! The metal textures I think look great on it.

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I am pretty much finished with the shield. Textures are not all that crappy this time around but they need some tweaking.

gallery_4065_248_103045.jpg

Looks great! What about mxing that wood with some textures from CGtextures? It looks very hand drawn at this point.

Ash Zombie Variations:

NQAQ2ZY.jpg

The ash zombies looks very good, how do you make them? Do you tweak the draugr in a 3D package?

Edited by Markus Liberty

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Looking for the lowest possible normal map resolution for this, before things start to lose too much def. I think that's it (512x512, by the way).

gallery_4393_268_12532.jpg

Shading controled by baking the Normal Map to Object Space first, convert to TS with Handplane, and photoshop tweaks. Which let me reduce the polycount of the LOWpoly, without worrying about hard/soft edges (or "smoothing groups" for Max users). Low poly wireframe overlayed on the right. Edit: (another) added advantage: perfect hiding of the UV seams this way.

Edited by Percevan
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Thanks!

And yes, there are some nice little tricks that we can do with an object space NM, even if we end up using tangent spaced ones. Overlaying a clone of the green channel over the diffuse, to fake a bit of directional AO for example, I like that one.

Testing how the texture's holding itself on a bended/tower like version:

gallery_4393_268_37305.jpg

(UV seams in purple)

Edited by Percevan
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Current untextured version of the Independent robe:
This variant will be for the priest in BS: Bruma, and there will also be a mantled version for Razzada.

Matt, if you're going to start working on robes, I suggest you work on LichLoved's Imperial Battlemage concept after clothes, considering you made the Breton Battlemage robes.
 

Edited by Argor nash35
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