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More from *Nobiax

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November 14, 2009
5.5 MB
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Comments: 15
Favourites: 37 [who?]
Views: 2,628 (0 today)
Downloads: 723 (0 today)

License

Creative Commons License
Some rights reserved. This work is licensed under a
Creative Commons Attribution 3.0 License.
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:iconnobiax:
-- MASSIVE UPDATE/UPGRADE --

Other packs here : [link]

Youtube : [link]

HowToUse Tutorial : [link]
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:icondactilardesign:
~dactilardesign Mar 15, 2012  Hobbyist Digital Artist
Nice job. Too much bumpiness for me.
Reply
:iconnobiax:
Maybe =)
I sure will do differently now :D
Thank you :thumbsup:;)

--
Share dreams, Share feelings, Share skills
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:iconthunderpwn:
this is totally cool, mind if i use it on a wolfenstein mod?
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:iconnobiax:
Free to use man, free to use :D
Thank you :thumbsup:;)

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Share dreams, Share feelings, Share skills
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:iconel-bronco:
~El-Bronco May 25, 2010  Hobbyist Digital Artist
This
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:iconlajolly:
*LaJolly Apr 9, 2010  Professional Digital Artist
Absolutely badass!

--
Everbody lies and it's never Lupus.
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:iconnobiax:
thank you very much, I really appreciate :thumbsup:;)

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:iconlajolly:
*LaJolly Apr 12, 2010  Professional Digital Artist
No problem. ^ ^

--
Everbody lies and it's never Lupus.
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:iconvedroid:
~Vedroid Apr 9, 2010  Student Digital Artist
Oh, i see some problems in normal map, so in shading too...
False gradients! Don't use one smoothing group for all polygons - it make things bad on hard surfaces... Like those black shadows on that side of the box, with a cross.
Not always, but it may cause really big pain in the ass on the most part of the engines.
The best safe solution - is all perpendicular(or sharp-angled) polys must be in different smoothing groups, and, in different groups on the UV. UV became a bit more messy, but it worth it.


But diffuse is great :)
Reply
:iconnobiax:
thanks, I noticed those problems :thumbsup:;)
I'll fix them later, I just found how to render (to texture) correctly the normal map by using smooth tangent.
I'll be better with more practice ;)

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