Sorry dude I thought the pics were your model Im tired and get discombobilatedddddddd sometimes:) to project textures you have to uv unwrap and then project from view in the uv menu. you can merge the side with the front texture. Im tired dude sorry, but there is a good video tutorial that explains really well how to merge side with front. i will find link tommorrow i you want. I think its the apricot project uv tutorial. google it. hope i helped…SLEEP TIME…
Your model is nice until now. Carefull for hands,you have some triangles I think.
For the air-filter and the meter, you could simply add somme loops like you did in front of the mouth. Think to check the normals too (CTRL+N in edit mode).
Here is the link to the tutorial, its like 30 min and is doing a realistic head but it shows you how to merge the front uv with the side uv with no creases, good stuff to know http://www.vimeo.com/1377005?pg=embed&sec=1377005
@ward7299
haha! In fact I played TF2 right after I finished the texture xD
Still has no huntsman though @rozmiarek
Aye…diffuse is the color right? What I’m after now is the specular map…They never really worked with me… Black is NOT shiny and White shiny shiny? It doesn’t do anything but adjust the specular from the dvar value instead of the spec value… @TKR101010
They ARE really skinny
I would say because of them Valve Concept Artists hehe
Aye…diffuse is the color right? What I’m after now is the specular map…They never really worked with me… Black is NOT shiny and White shiny shiny? It doesn’t do anything but adjust the specular from the dvar value instead of the spec value…
try using a .png with alpha. Make the areas that want less spec more transparent. then use ‘multiply’
Thanks mcmillanje…or Jesse
It works! I will show my progress soon, but first I will eat pancit palabok
YUM!
Anyways, what I’ve been doing for the couple of days was thinking about the thread title: Meet the Pyro
I think I WILL make the Meet the Pyro xD as a fan of Team Fortress 2 though so I’m alone here
awesome!!
if you haven’t already, you should check out the developer commentary,
i remember seeing something about the shading techniques they used (something about a rim light and shadows)