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scifilicious — GHOST RECON II

#character #game #ghost #recon #assassinscreed
Published: 2018-01-19 02:38:42 +0000 UTC; Views: 1263; Favourites: 42; Downloads: 0
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Description Artweaver, Color edit: Fotor
Background: conceptships.blogspot.nl/2017/…
Characters: d-godknows.deviantart.com/art/…
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Comments: 19

AdriaticaCreation [2018-07-11 15:00:29 +0000 UTC]

Awesome work 

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scifilicious In reply to AdriaticaCreation [2018-07-11 16:16:58 +0000 UTC]

Thank u very much

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AOGRAI [2018-02-07 03:33:47 +0000 UTC]

kool

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scifilicious In reply to AOGRAI [2018-02-09 14:28:49 +0000 UTC]

im sort of pleased with it myself thanx

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AOGRAI In reply to scifilicious [2018-02-12 03:02:38 +0000 UTC]

lol! Good fer ya mate!

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ThierryCravatte [2018-01-21 16:50:15 +0000 UTC]

Splendid !

👍: 0 ⏩: 1

scifilicious In reply to ThierryCravatte [2018-01-21 16:56:10 +0000 UTC]

Thanx a lot mate

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ThierryCravatte In reply to scifilicious [2018-01-21 16:59:43 +0000 UTC]

You're welcome !

👍: 0 ⏩: 1

scifilicious In reply to ThierryCravatte [2018-01-21 17:07:47 +0000 UTC]

Hey question, when u rendered my Big Amsterdam ship
the PNG textures didn't work out very well,
is that always the case when rendering PNGs?

👍: 0 ⏩: 1

ThierryCravatte In reply to scifilicious [2018-01-27 12:57:44 +0000 UTC]

Hey mate, sorry for late reply ...

In fact it's not really the format of the textures, PNG can be ok (even if I often work with jpg). It's more a matter of definition and accrracy of the uv mapping. It's always easier to have different images for the different parts of a model.
For example, if you consider texturing a character, it's better to have a texture image for the face, a texture image for the torso, a texture image for the legs , ... then to have a unique image for all the character.
And it's even more obvious for 'complicated' models like cars, vehicles, ...

And of course, the definition and the quality of those textures are extremely important. Most textures images are 4096x4096 for just a part of a model (a face, for example). The most details in the texture image, the better the result (unless you plan to render the model at a very long distance ...).

At least, you have to keep in mind that without bump, normal or displacement maps, the render will look a bit dull and flat and it will lack realism.

I hope this will help,

Hugs,

Thierry

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scifilicious In reply to ThierryCravatte [2018-01-30 04:17:30 +0000 UTC]

No worries, im often days/weeks behind

Well im still not there at rendering yet,
Giovanni came up with a prog to convert SKP to OBJ
but now his wife blocked me, cause i said his work was
Damn great or something & she doesn't like cursing (wtf)
He had to ask her if i could be unblocked (wtf again) & that was 3months ago, lol
So no luck so far ....in the mean time ill take all the info & advice i can get
Thanx a lot for the help Tee
 
Marco

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Markkus3D [2018-01-21 12:54:56 +0000 UTC]

Cool action scene, and the zoom blur is really well done

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scifilicious In reply to Markkus3D [2018-01-21 17:03:06 +0000 UTC]

Thanx, even tho i blurred it,
i searched months for the right background with the right angle

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Markkus3D In reply to scifilicious [2018-01-22 18:34:49 +0000 UTC]

and you goal it... really a great composition.

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scifilicious In reply to Markkus3D [2018-01-22 22:13:27 +0000 UTC]

Thanx a lot buddy

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DaViperDragon [2018-01-19 23:52:54 +0000 UTC]

the helmet makes it look more of a scifi assassins creed.

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scifilicious In reply to DaViperDragon [2018-01-20 11:33:29 +0000 UTC]

Im not a gamer, but asfar i understand,
the suit is a crossover between the two games

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SilentLadyGTA [2018-01-19 07:48:50 +0000 UTC]

Superb !!!

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scifilicious In reply to SilentLadyGTA [2018-01-19 11:57:34 +0000 UTC]

Thanx a lot my lady

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