Hi Polycount, my next piece for the folio is a Helghast dropship here is the hi poly model so far.
I've run into a bit of a problem finding ref for the techy bits on the legs. Do any of you know a good resource for close up shots or perhaps the name of the artist that made the game prop?
I've done the usual google search and the best I can come up with is the concept art from Shadowfall seen in the last image here. There are also some older images from previous games which don't quite match the ref.
Short of making it up I thought I'd try here and see if anyone knew of better ref?
Thanks
Phil
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Would you're work flow be similar to what I'm doing? I'm planning on modelling the high poly then re-toplogising and breaking it down into seperate texture sheets for the landing struts/body/interior
I'm going to guess that this is the top LOD at a pretty hi res yeah? Would you be able to say what size texture maps where you using in game, did they differ greatly in size from whats displayed here?
I hope I can do it justice.
Thanks again!
Phil
I'll post WIP shots throughout on this thread.
God, I love Polycount so much!
Tunes are on and I'm have a great time modeling this already, can't wait to sink my teeth into the texturing side of things.
The only thing I can think to ask right now is a rough time frame to get an asset like this prepared I know it can vary depending on changes/feedback but roughly speaking working on the initial asset how long would you take for it?
Good luck man!
I subscribed at this thread.
Thanks Guerilla for sharing!!!
Curious questions for Chris: Is this one person making this asset for 2 months or is it a team effort? (You do the main body, I'll make all the smaller mechanical pieces and hand it off to you.)
Or is an asset like this outsourced since it takes so long?
Please make a killzone art dump thread
then the textures are often so large in all assets?.
Great work Chris!
http://www.fmx.de/program2014/event/3460
I'm guessing this will be available on their website after the event so everyone can see how it's done