Thewiruz wrote: »
Well that was just an quick example.This is how i try to do meshes like you but i can say im lightyears behind.
*Make a basemesh in Max 2k9
*Export it to Mudbox
*Detail the mesh,Usually ends up in a couple of million polys
*Export a highres and a mediumres model back to Max
*Import both meshes,hide the highpoly and run prooptimizer on the mediumres model
*Now when the mediumres is pretty much a lowpoly model i use the highpolymesh as a projection mesh to extract all maps i need,AO map,normalmap,hightmap and diffuse.
Im pretty much stuck at the optimizer stage
Also can i ask if you can post some wires of your fantastic work?I really want to see wires of the lowpoly meshes
And thanks again !
silver_shadow wrote: »
i am such a fan of Gears, got both games and played it a lot! Just a pity its so frikken short. They should look at what made metal gear solid 4 such a great success. (hunch hunch)
Sad thing is tho, you have such great models, and its kind of a pity even with all the hard work in those amazing models, the game engine kills the effort that was put into making those stunning artworks. Just imagine, if that game reflected all those detail as you presented on this website like that, the game would probably be the best looking game ever. I know its all about poly count, but then...they should look at this, maybe one day we can see our models in full glory as it should be. Insane detail, love it!!! Kick their butt in Gears 3 and tell them they should make even a more awesome game.
The other night I was playing the first resident evil on PS3 and realized that when it first came out and I played it on a JAP import PS1, I bunked off the work experience part of the college course I was doing to play it. I only took the course to get the government grant so I could get a PC in time for Qtest1 so I could learn to make games anyway.
It's great to be sitting where I am now and looking back at that.
Kevin Johnstone wrote: »
Oh and times for things are listed through out the thread.