So after browsing these forums for a little over a week I have decided to break silence and join you guys, what an awesome community--just the kind of place I should have been a member of a long time ago. I certainly would have learned more by now had I done so.
I welcome comments and criticism, as it only makes you stronger, and any advice you can give me is welcome as well.
I love Team Fortress 2 and other Source games, my dream job is to be an environment artist.
This is a model I finished this morning, so here's the skinny:
Reference image
In-game screenshot
HLMV Screencap
Replies
too bad i know nothing about it so I cant give any crits :P
I forgot to post when I stopped working today, but here's the result, I still need to paint out some pesky baked AO seams. @ ZacD, The polycount is high, but the way the source engine works with LOD versions, I can get away with going from 4144 tri to 1764 tri at 25 units distanced. And other versions bring it to 993 triangles. The detail change is very minimal.
I'll get some in-game renders as soon as the level author compiles a fully lit version.
More in a bit...
Added blue skin for this fancy vending machine:
And working on a very stylized TF2 skull, for a mayan theme set. Just one part of many.
[ame]http://www.youtube.com/watch?v=VlDg7z3KBWo[/ame]
Also, I took up working turning the tf2 overlay concept into a detail model:
More to come
It's stylized for tf2, where sometimes proportions are exaggerated. The polygon reduction and the ambient occlusion really pull out how big they are though. In game, it looks pretty good.
made me laugh real bad
and for TF2 the skull is fine.
Still kicking, it's all unwrapped, I just need to pack it. Glass not shown. Too tired to finish today, maybe tomorrow. More to come.