The lower-left item is a handbell, though its clunky solid-metal design isn't so typical.
That's what I thought, but wasn't sure.
Here is another one if you prefer:
Posted 07 May 2018 - 10:27 PM
The lower-left item is a handbell, though its clunky solid-metal design isn't so typical.
That's what I thought, but wasn't sure.
Here is another one if you prefer:
Posted 12 May 2018 - 02:46 PM
Update time again!!!
Been busy inrl so not too many things have happened this week. Got the models from Beowulf and they are wayyyyyyyyyyyy better than mine.
How are the colors and graphics looking to you? anything amiss or not fitting?
Posted 12 May 2018 - 04:08 PM
Update time again!!!
Been busy inrl so not too many things have happened this week. Got the models from Beowulf and they are wayyyyyyyyyyyy better than mine.
How are the colors and graphics looking to you? anything amiss or not fitting?
You and Beowulf71 are a pretty decent design team; he catches incorrect details that I'd miss. Keep up the great work!
:wheelchair: Ingeborg S. Nordén
Studio names: Second Take Studios (comedy/action), New Look Cinemas (horror/sci-fi), Rose Pictures (romance/unofficial genres)
Posted 12 May 2018 - 11:08 PM
I use a generated silk texture in Photoshop, keeping it at one iteration so i don't have to deal with the edges of a repeating pattern until the unwrapping in Blender, then add a golden tint to it. Unwrapping the model is a very tedious process to get right because, in this case, most of the surfaces are tubes or spheres in nature. It takes a while to hide the seams and not have a visible repeating pattern.
The material is set to glossy and i add a reflection map from an old texture that is used on just about any model you can see on the Internet. Lakerem2 it is called. I just blurred it a bit so the details do not matter so much as the reflections it provides. Tweaking to get the glossiness and reflections right is a bit of a fuss but once you get it, it works great.
Posted 12 June 2018 - 05:08 AM
Update time again!!
Got the heavenly glow effect to work on the gates modd you can see it in action here. Let me know if that works for you.
The animations for the musical instruments are coming at a slower pace than I would like but they will be done.
Posted 12 June 2018 - 06:44 AM
The glow itself is impressive, but the gates and stairs appeared over-bright white; I don't know whether the glow is causing that intense whiteness or not. Balancing the colors and contrast would make the scene easier to watch.
:wheelchair: Ingeborg S. Nordén
Studio names: Second Take Studios (comedy/action), New Look Cinemas (horror/sci-fi), Rose Pictures (romance/unofficial genres)
Posted 13 June 2018 - 12:15 PM
You are right, the white balance in the game is really not easy to get right. I redid the texture on the stairs with added details in the shadow areas to give it more definition, yet still maintain the original brightness of the piece (not an easy task).
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