its all max so far, manuel (katzeimsack) developed the tilesystem for the main island, so i have 1 tileable rock texture with grass on the bottom, one with gras from the top, one tileable grass textures, 1 tileable rocks texture without grass and a tileable way texture that i can use. i started with one left/right tileable rock model (damn you manuel for not creating one thats left, right, up and down tileable!!!!! damn you!!!) so i created a long band that i curled up to a spiral to build the tower, then closed the gaps, same with the isle itself, i just created a giant strip of rocks and bent it around a path and worked from that, added a way that looked cool ingame, around that the grassplane and tweaked the forms
in unreal i have it as a grey dummy right now to test the gameplay, when its in unreal you'll see outlines
and here are the wires
and a shot in unreal
already with gaps in the stairs, so the player has to do something to get up there, also removed some loops of the ramp up there as it felt very repetitive to walk up there and walk around the tower like 5 times
Wow Neox, I really dig the shapes and palette of this. The rocks ooze warmth and chunkiness Can't wait to see more environments from Airborn, it's really looking quite special.
I oughta get into UE3. I've been playing Arkham Asylum and Borderlands lately and they're blowing my mind with the variety of things that are possible in the engine.
Nice, I hope there's some foliage coming to polish things off!
when we find the time, sure, right now its more important to have it play good in the given circumstances, the look is important too but not as important as playability and thats a big task with pretty untweaked jumps, no grabbing/climbing/mantling etc
A character I'm working on in class... maybe about an hour or two of "texturing"... this dude is due in about 10 hours, we'll see where he goes from here.
Don't mind the seams, they'll be fixed in due time :P
Created this UE3 shader to add some procedural frost / snow to assets for our Unearthly Challenge. Frost value could be animated as well to simulate some melting
haha, doesn't mma fighters usually have awesomely muscular legs? Because they need them to pin and hold the opponent while they groin-punch them? Looks like Fedor is in for a beating if he gets taken down in that case
here's part of a reportage from an mma match for your reading pleasure: "...Hackneys responce is a uppercut right to the groin, he is then able to trip Son and end up in Side control. Hackney then throws SIX more punches to the groin. Hackney then grabs Son..."
Cool character and nice concept though, looking forward to seeing it finished
Neox : your stuff looked great in game. I checked it out in the editor to see if I could move the spawn point out to the floating lighthouse...lol...Imagine my surprise when i saw it was a carefully painted plane!...you guys rock. Can't wait for the finale...And the Blur level cinematic...And the flying whales worked out well too, but i do think you could make the bot path run closer to the starting dock.
Yet another illustration for a childrens tale a friend wrote.
Yes I know, not game art but what the heck it's the only artwork I've done in quite some time outside of work.
The idea behind it is that of a group of creatures who live in a monocromatic world and then decide to color it. hopefully the drawings will be good enough to distract people from the fact that even though the painting is intentionally simple, it's also kind of crappy. :P
lol to Peris... thanks for the scan. I had to see if you could get a good bake out of this. I actually started this as, oh Peris set a challenge so i was going to just retopo in the topogun demo in one sitting but after about 20 min i said the hell with that and just decimated it to see if i could get an ok bake with it.
Heres where i was with the retopo and i didnt want to go any farther and not be able to export it.
Heres the decimated version with a hardware render and 2 viewport grabs. Its sitting at a little over 10,000 tris with a 2048 normal map. Polycount could easily be reduced but im out for the night.
hehe cool willy-wilson! I guess if your model isn't going to be animated, it doesn't really matter what the topology is like, and you can just have it done automatically by 3dcoat.
new clouds and more work for the lighthouse, the suspension bridge was destroyed a while agon, so they moved some temporarily pontonplatforms there, will add balloon underneath them...
DanielAlexander should remove that awful header/footer from every image he ever posts. You know that green font is unreadable, right? Seriously, it kills all your presentations.
DanielAlexander should remove that awful header/footer from every image he ever posts. You know that green font is unreadable, right? Seriously, it kills all your presentations.
QFT. The content looks pretty good. Border looks total crap.
new clouds and more work for the lighthouse, the suspension bridge was destroyed a while agon, so they moved some temporarily pontonplatforms there, will add balloon underneath them...
The grabs are from max right? If yes can u press F4 and show us the wires, please?
Replies
in unreal i have it as a grey dummy right now to test the gameplay, when its in unreal you'll see outlines
and here are the wires
and a shot in unreal
already with gaps in the stairs, so the player has to do something to get up there, also removed some loops of the ramp up there as it felt very repetitive to walk up there and walk around the tower like 5 times
I oughta get into UE3. I've been playing Arkham Asylum and Borderlands lately and they're blowing my mind with the variety of things that are possible in the engine.
Airborn looks so interesting.
Nice, I hope there's some foliage coming to polish things off!
like roots!
That style is such a visual feast.
when we find the time, sure, right now its more important to have it play good in the given circumstances, the look is important too but not as important as playability and thats a big task with pretty untweaked jumps, no grabbing/climbing/mantling etc
thanks guys
good learning experience though, slowly getting better at uv mapping
no ref...
no texture on it, but did a quick zsculpt to get some normals on it
2k tri
Don't mind the seams, they'll be fixed in due time :P
Neox - Awesome awesome awesome!
Created this UE3 shader to add some procedural frost / snow to assets for our Unearthly Challenge. Frost value could be animated as well to simulate some melting
2d concept
here's part of a reportage from an mma match for your reading pleasure:
"...Hackneys responce is a uppercut right to the groin, he is then able to trip Son and end up in Side control. Hackney then throws SIX more punches to the groin. Hackney then grabs Son..."
Cool character and nice concept though, looking forward to seeing it finished
http://users.telenet.be/decoy/Portfolio/PDF/Portfolio.pdf
comments anyone ?
I've seen Your portofolio , there's cool stuff. You should try to import
some of Your characters into TF 2 . I like specialy The Punisher !
http://obeyurnapster.unblog.fr/files/2009/08/constructionshot.jpg
http://obeyurnapster.unblog.fr/files/2008/05/wipwiretextureblog.jpg
http://obeyurnapster.unblog.fr/files/2008/04/zakkwyldetoontextureforum.jpg
some link for You , have look -:poly142:
http://www.wunderboy.org/
pfft, last post of the page
edited the last post and put it on this page:
@ obeyurnapster
cool style! loving it so far
--
Calling this done, gotta move on with other work:
Yes I know, not game art but what the heck it's the only artwork I've done in quite some time outside of work.
The idea behind it is that of a group of creatures who live in a monocromatic world and then decide to color it. hopefully the drawings will be good enough to distract people from the fact that even though the painting is intentionally simple, it's also kind of crappy. :P
might finish this one up
I call it 'wall with stripes and a box'
Heres where i was with the retopo and i didnt want to go any farther and not be able to export it.
Heres the decimated version with a hardware render and 2 viewport grabs. Its sitting at a little over 10,000 tris with a 2048 normal map. Polycount could easily be reduced but im out for the night.
It does look kind of soft, also the lower right corner looks "crumpled", like it's a piece of paper with a fold on it. Where is it supposed to go?
new clouds and more work for the lighthouse, the suspension bridge was destroyed a while agon, so they moved some temporarily pontonplatforms there, will add balloon underneath them...
QFT. The content looks pretty good. Border looks total crap.
It does look soft I agree. Its not really supposed to go anywhere, I just made it to try out a couple different work flow techniques.
As always man, really digging the style, absolutely beautiful work.
The grabs are from max right? If yes can u press F4 and show us the wires, please?
haha i like his foot...