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Mask (WIP)

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Maestro Eraclea:
really nice!
Looking forward to it.

Cid Ferringer:
Thanks!
I'm not sure when I'll be able to finish this.
Right now I'm just testing the waters.

Spent two hours messing around with the diffuse and specular maps..



There is an ugly seam in the middle, because I baked from the highpoly and it used the modified UVs. Need to correct that.
I'm probably gonna redo all the sculpting and make it more elegant and less messy and random, but for now I'm done.

I might cover up the eyes with something because it looks kinda goofy when there is no AO from the mask on the face..
I also might revise the whole plain shape of the mask, maybe I'll make a scary face.

Another idea is to add some battle damage, like torn of pieces and notches, to break up the symmetry..

ShadedExalt:
IDEA (That involves a lot of work, but is really cool)

1. Gunner Version- Pitted and scarred, maybe some bullet holes, blackened/gunpowder dusted on the bottom from the blast of guns

2. Engi Version- Steam blasted, blood stained (from knocking the skulls of powder monkeys 'oil' stained, dents

3. Pilot Version- Windworn, pockmarked, larger eyeholes, scratched up, general wear and tear.

This would probably be a ton of work, but it's an idea :D

Dr Pantaleon:
Fantastic, I like it! Right now it looks like it should reach higher up the forehead, but I guess that's mainly because the character doesn't have a hair/hat? How does the mask work with headwear, any overlapping?

Richard LeMoon:
When you bake your normals, make sure your low and high poly both have the mirror applied. Then select the new half of the low poly and shrink the UV of just that half to a small corner. Does not really matter where, it just has to be there. Then bake. After baking, you can delete the mirrored part of the mask again, and you will have a perfect normalmap with no visible seams.

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