Its been afair old while since I posted any work and thats largily because ive not been doing game related stuff for the last couple of years or so.
I got made redundant afew weeks ago and am now looking to have another crack at the games industry again.
I intend this Smith and Wesson Revolver to be a portfolio peice, nothing special, just wanted to do something simple to help me get back upto speed with acturally creating normal maps and the like.
Hey Bronco! Sorry to hear about the job, but glad to see you back.
Piece seems pretty solid and shows that you know the workflow. Looking forward to seeing more models. I actually think that modeling and texturing has gotten easier in the last few years.
Jonas - wasn't aimaing for anything specific in terms of spec, just a general realistic aim for current gen game art...in this case I was aiming for around 1000 polys I got to 1181....textures are all 1024 which I belive is in line with current gen specs. of course correct me if im wrong ... I bought UT3 not long ago,could throw it in there and see what it looks like.
Ninjas - Indeed dude glad to be back. I have done alot of lurking in recent months and reply to odd post here and there, so I havent been totally out the loop. My previous job was prerendered or flash based stuff so polycounts didn't come into the equation which is the reason why I havent posted any art for along time. I have been keeping up with 'next gen' tech just not acturally creating it, (i.e I know the theory and the workflow to create it just havent acturally achived it myself)...also on that comment about modelling and textureing, ill agree with you to a degree..but ill also say its posisbly got less fun and more automated .
nice to see you back bronco- and balls texturing is just as fun as you make it, make sommit more interesting and the texturing will be more-so. not another gun type rant ;-) but i agree that the most fun is in the shaders but OH do they still rely on those texturing skills, and those oldskool skills still show through
Replies
Piece seems pretty solid and shows that you know the workflow. Looking forward to seeing more models. I actually think that modeling and texturing has gotten easier in the last few years.
Ninjas - Indeed dude glad to be back. I have done alot of lurking in recent months and reply to odd post here and there, so I havent been totally out the loop. My previous job was prerendered or flash based stuff so polycounts didn't come into the equation which is the reason why I havent posted any art for along time. I have been keeping up with 'next gen' tech just not acturally creating it, (i.e I know the theory and the workflow to create it just havent acturally achived it myself)...also on that comment about modelling and textureing, ill agree with you to a degree..but ill also say its posisbly got less fun and more automated .
John.