Hi David! I like the overall style of your tiles, but noticed some details that looked weird to me Took the liberty of doing a quick list of those details.
1. imo. this edge looks crazy sharp compared to the rest of the scene and really screams CG-graphics, in a bad way. I would consider a bevel or trim of some kind.
2. You should try and move this piece up a little bit.
3. Bend these (the pointy things on the door) in maybe, so that they fit the wall?
hELLO MATTEO ops caps lock. Thx for the great advice, I looked the problem and didnt seemed to find the problems. I think I moved the walls not fit the quite proper right but dont worry because they will put into the editor later. The third point they are only a dummy. The most feature is to get the wall finish until deadline until friday:D
Here is an update, the color isnt the major we will have.
hello again! I left the wall and let it be that way. Now I need to concentrate on the ramp tiles. Here is some simple lowpoly, I am working with texturing now and following waskers concept.
The texel density of that wall piece, compared to the door, crazy of. How faraway will you be from the wall ingame?
The floor modules looks cool, keep it up!
Lol I know hehe I forgot to crank it down to 1024 when I exported them out 2048. It will be so close that your weapon will touch the wall. The programmers will fix the density I hope.
wow.. THIS STUFF RULES!!! your painting skills are awesome.:)
Thx marlfox. I have been working with tiles by followed some threads in polycount I pretty came up with some nice techniques.
Here is one of the work I am working on right now, trying to export to havok and try it in game:)
This is something I am working on right now with leveldesign, building a lot of different chunks. This is a concept of it will look alike shadow complex. No spoil yet this is only an idea muhahah!! More stuff will post up soon.
thx! Lol i worked my ass off because of this. The night before christmas the mayor. Here is a concept, it took me 2 days . Darn I could work more aaargh!
Oh it is a bobblehead s
Some really nice stuff here. I like how you're not afraid to get stuck in, which gives a nice conceptual edge to your work.
Finally there are someone that can read my paintings^^ Thank you that you could understand and not only focusing on the details cause this is only sketch I do:)
Replies
Hi David! I like the overall style of your tiles, but noticed some details that looked weird to me Took the liberty of doing a quick list of those details.
1. imo. this edge looks crazy sharp compared to the rest of the scene and really screams CG-graphics, in a bad way. I would consider a bevel or trim of some kind.
2. You should try and move this piece up a little bit.
3. Bend these (the pointy things on the door) in maybe, so that they fit the wall?
Good luck with the game
Here is an update, the color isnt the major we will have.
The floor modules looks cool, keep it up!
Lol I know hehe I forgot to crank it down to 1024 when I exported them out 2048. It will be so close that your weapon will touch the wall. The programmers will fix the density I hope.
Yep inspired by avatar ofc. That movie rox!
Step1
Step2
Step3
Step4-Complete
Thx marlfox. I have been working with tiles by followed some threads in polycount I pretty came up with some nice techniques.
Here is one of the work I am working on right now, trying to export to havok and try it in game:)
I looove mattepainting so much! I wish I could do mattepainting at a full time job. Maybe someday...
[ame]http://www.youtube.com/watch?v=N0n73HTGNI4[/ame]
Oh it is a bobblehead s
Finally there are someone that can read my paintings^^ Thank you that you could understand and not only focusing on the details cause this is only sketch I do:)