A tip is to try and move away from the overall bloomy (lighting style) look of the udk to get a more original feel to it, unless its the udk feel your want that is
Updates to the spider mech. Legs aren't "formed and functioned" yet...still playing with some ideas and shapes. They will probably change a lot by next Sunday... hopefully
Here is my Sunday update...only got about 8 hours in for the changes, but I think its wrangled enough so that I can start with the low poly bakes next week.
I have to disagree with SasoChicken (just my opinion ) - I really like the new design - The new mid section 'covers' I guess you could call them add a lot to it and create much stronger lines leading down to the bottom of the leg - Overall it's looking great.
Keep it up.
Jesse Moody - Thanks man. I should have had a good bit more to show, but I spent most of the weekend fighting xNormal and Max's render to texture...both of them beat me up pretty badly on Saturday...but we made up on Sunday :P I can finally start painting some textures now.
Updated the vid ...couldn't help it, had to rig and animate him...I haven't animated in some time so I was eager to set him up...I'm still baking out some of the parts on him :P
I think im pretty much wrapped up on this piece. I might go back and tweak some shaders and textures on this one but the changes will be marginal. Ayways here is a final shot and a vid ...it's meant to be moving so definately watch the vid Sound FX were created by Chris Groegler. The links may be similar to earlier post but the content itself is the latest. Thanks everyone for the input on this. See you guys in the next piece...hopefully next week
That is great. You get 500 points for using an impressive way to show your work .
I know you're employed, but for anyone reading this is really beneficial:
This is a fine example of when to use a demo reel for a game art job. (not for wireframe turnarounds!). It says a lot to a potential employer that you took the time to build a pseudo-functional environment with animations, fx, sounds. Great work!
i second that. That is great!. very much enjoyed this presentation and really nice scene too. I think the robot arms are sticking out a bit. They are giving a lot of focus by movement and the sparks but they don't have enough detail to hold up...
Wow ...thanks a lot guys Im glad you guys are digging it. Im uploading an HD video to vimeo as I type. Had to go into one of the udk ini's to make it render at 720p so I could capture a vid vimeo would recognize as HD. I'll post a link as soon as it's done uploading.
Thanks again for all the great input you guys gave me while working on this.
ghudson214 - Thanks man, I was pretty excited when I saw it on the front page. Miss you guys, btw :P
doeseph - Thx. UDK has some pretty artist friendly tools for bringing in anims and triggering them off in Matinee (the cinematic editor). I always sound like a fanboy when I talk about Epic, but they have just done so much right with that editor. All the animations I brought in were exported with the new FBX support they put in...seems like they are phasing out the Actor X stuff. So long answer short ...it was easy getting the scene set up. The tools are intuitive and communities like Polycount and the UDK site, are full of people that can answer pretty much any question if you get stuck.
Replies
A tip is to try and move away from the overall bloomy (lighting style) look of the udk to get a more original feel to it, unless its the udk feel your want that is
I update the vid also, with an extra camera pan and some other things...the changes are marginal.
(Click image to play the video)
Thanks Jesse...(your work is awesome btw) Im gonna go slap Judd and Adrian over the head now
Keep it up.
Here is a quick update...I'm slowly baking out all the highpoly elements
updated the vid too...sorry for the low compression
http://aldenfilion.com/me3
Not all the elements are baked out on the spider so its a little bare right now and light maps aren't behaving I'll get it sorted it out though.
Jesse Moody - Thanks man. I should have had a good bit more to show, but I spent most of the weekend fighting xNormal and Max's render to texture...both of them beat me up pretty badly on Saturday...but we made up on Sunday :P I can finally start painting some textures now.
http://aldenfilion.com/me3
I'll be tweaking the anim to make him react to the hits better.
Spider Video
I know you're employed, but for anyone reading this is really beneficial:
This is a fine example of when to use a demo reel for a game art job. (not for wireframe turnarounds!). It says a lot to a potential employer that you took the time to build a pseudo-functional environment with animations, fx, sounds. Great work!
I second the vote for Vimeo. It's fast, and you can probrably get higher quality (720p). Plus it's much classier than youtube.
Thanks again for all the great input you guys gave me while working on this.
Not a fan of how dark the vimeo compression turns out :P
edit: was it a pain setting up animations?
doeseph - Thx. UDK has some pretty artist friendly tools for bringing in anims and triggering them off in Matinee (the cinematic editor). I always sound like a fanboy when I talk about Epic, but they have just done so much right with that editor. All the animations I brought in were exported with the new FBX support they put in...seems like they are phasing out the Actor X stuff. So long answer short ...it was easy getting the scene set up. The tools are intuitive and communities like Polycount and the UDK site, are full of people that can answer pretty much any question if you get stuck.