ohhh you're the dude on Level Up! Saw you post this to help that one guy trying to make a Myst style games environment.
This is coming on very very nicely (Y)... How will you be presenting this later on? will it be clean or will you add in a hint of wear & tear? in terms of the models etc so far there's not much I can crit on, those banister decos look lovely too (Y)
ohhh you're the dude on Level Up! Saw you post this to help that one guy trying to make a Myst style games environment.
This is coming on very very nicely (Y)... How will you be presenting this later on? will it be clean or will you add in a hint of wear & tear? in terms of the models etc so far there's not much I can crit on, those banister decos look lovely too (Y)
I will take some time to complete all of the models, the dome portion spent I a lot of time, I do not have detailed drawings, a full on incomplete pictures to structure of production, it is time-consuming.
After finishing this part of the model, I will spend a lot of time to make the texture of the material, the whole will have to do the old effect, I hope you can be satisfied...
oh really? I'd start putting this bad boy in the engine... there's several ways to build your levels in the engine in the end so do whatever you feel comfortable. I'm more of the type to build one asset complete and then import it into the engine and manually replace that asset in the blocked out mesh that I've imported of my scene... but there's always the way of just exporting everything in one go but you lose control within the engine afterwards since it becomes a hassle to move things around
oh really? I'd start putting this bad boy in the engine... there's several ways to build your levels in the engine in the end so do whatever you feel comfortable. I'm more of the type to build one asset complete and then import it into the engine and manually replace that asset in the blocked out mesh that I've imported of my scene... but there's always the way of just exporting everything in one go but you lose control within the engine afterwards since it becomes a hassle to move things around
Because the current model is in accordance with the CG standard to solve the production, the number is too high, can not be used in the engine, which is a pity. But I'll give you a whole new concept of animation, which will be a prelude to the future of the game.
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This is coming on very very nicely (Y)... How will you be presenting this later on? will it be clean or will you add in a hint of wear & tear? in terms of the models etc so far there's not much I can crit on, those banister decos look lovely too (Y)
can't wait to see more
I will take some time to complete all of the models, the dome portion spent I a lot of time, I do not have detailed drawings, a full on incomplete pictures to structure of production, it is time-consuming.
After finishing this part of the model, I will spend a lot of time to make the texture of the material, the whole will have to do the old effect, I hope you can be satisfied...
Currently only 3DS MAX rendering model... I haven't started making use of engine model
Because the current model is in accordance with the CG standard to solve the production, the number is too high, can not be used in the engine, which is a pity. But I'll give you a whole new concept of animation, which will be a prelude to the future of the game.
You're off to a perfect start. Models are killers. But for now everything is High Poly. Are you going to keep it that way?
I had a mansion model, but it was the first time I have been learning 3dsmax... Now I feel I can make a relatively complete mansion model...
I've made evil resident's concept of animation... I think you should be interested...
http://www.polycount.com/forum/showthread.php?t=152757&highlight=resident+evil