that fat dude remindes me of the line "Ill sow up your ass and keep on feeding you and feeding you..." I dont know what it's from.
But these are great man, some really twisted designs.
Wow, that's a lotta grand texturing
I Really dig the monsters, awesome stuff.
I think I'm gonna end up totally impatient gettin this game, looks to be a beastly game.
[ QUOTE ]
Wow, am I the only here that didn't work on this game?
[/ QUOTE ]
Haha, I think the whole Terminal Reality BR crew is registered to polycount.
Cool work in this thread. I like the open belly monster the best, nice shading
Did the creature under the giant open belly thing have a cock or something? It looks like it had one at one point. If not why is there a big black hole where one would be?
this girl is so declicous. yummi...
The neatpick. the not very good usage or normalmaps / textures. It looks like, TR started developing the game and after the normalmap madness came in the industry, started to mork with normalmaps because they where forced....
The fatty hanging from hooks really gives me the chills... excellent work. Though I do have to agree that the usage of normal maps in the level really take away from what I think it could've been
[ QUOTE ]
The neatpick. the not very good usage or normalmaps / textures. It looks like, TR started developing the game and after the normalmap madness came in the industry, started to mork with normalmaps because they where forced....
[/ QUOTE ]
Quite the opposite. We didn't have time to develop high poly assets, so Bryan actaully painted most of the normal maps by hand (Yes, painting in the red, blue, and green channel). That in itself deserves some praise.
thegodzero: he was designed to spit acid out of his stomach after devouring humans.
DH: My god you dont know how much your fleshy creature texturing inspired me on that texture. I kept telling myself "how the hell does he do this so good." That texture took me the longest... I remade it twice... I think maybe only slezz took longer (the open stomach boss)
shimmer: yeah i wasnt happy not being able to make full high poly characters for normal mapping on this game. Since our main platform was the ps2 the normal maps were just a bonus for the xbox version and thus just painted by hand
skanker: I only tried painting in the channels once... to damn hard but learned alot. the rest were greyscale converts.
Poop: I hate the brute all together... It is in my opinion my worst texture in the game
I got to get some personal stuff out... I havent done that in awhile.
Replies
Excellent work. I really like the freaky monster stuff.
But these are great man, some really twisted designs.
Thanks for all the tips and tricks while working with ya, and I cant wait to see what you come up with next.
I Really dig the monsters, awesome stuff.
I think I'm gonna end up totally impatient gettin this game, looks to be a beastly game.
Wow, am I the only here that didn't work on this game?
[/ QUOTE ]
Haha, I think the whole Terminal Reality BR crew is registered to polycount.
Cool work in this thread. I like the open belly monster the best, nice shading
The neatpick. the not very good usage or normalmaps / textures. It looks like, TR started developing the game and after the normalmap madness came in the industry, started to mork with normalmaps because they where forced....
The neatpick. the not very good usage or normalmaps / textures. It looks like, TR started developing the game and after the normalmap madness came in the industry, started to mork with normalmaps because they where forced....
[/ QUOTE ]
Quite the opposite. We didn't have time to develop high poly assets, so Bryan actaully painted most of the normal maps by hand (Yes, painting in the red, blue, and green channel). That in itself deserves some praise.
thegodzero: he was designed to spit acid out of his stomach after devouring humans.
DH: My god you dont know how much your fleshy creature texturing inspired me on that texture. I kept telling myself "how the hell does he do this so good." That texture took me the longest... I remade it twice... I think maybe only slezz took longer (the open stomach boss)
shimmer: yeah i wasnt happy not being able to make full high poly characters for normal mapping on this game. Since our main platform was the ps2 the normal maps were just a bonus for the xbox version and thus just painted by hand
skanker: I only tried painting in the channels once... to damn hard but learned alot. the rest were greyscale converts.
Poop: I hate the brute all together... It is in my opinion my worst texture in the game
I got to get some personal stuff out... I havent done that in awhile.
The dude on the left looks like a take off the TR art test. And great models - very good work done on this game.
----I'm almost positive it's from an old Wu Tang Clan album... can't remember which one.. probably '36 Chambers'..
wow... I'm really suprised I knew that...
anyway, these are amazing!
The dude on the left looks like a take off the TR art test. And great models - very good work done on this game.
[/ QUOTE ]
The test was a take off of these guys (or in general all our punks) not the other way around.