Fantastic work. Very streamlined and easy to read. I love your portfolio and it's great to see a peer from scad (albeit you are alum and I'm student) doing awesome work on large games.
Can't wait for this game, and you're doing the series proud
As far as concept, is this taken from something from an older game? I assume there's a lot of re imagining for this title, I'm sure we'd all love to see concept when possible!
What do people think of this image? I'm on the fence between seeing it as an action shot or just really awkward. I think the only reason I'm still considering it is because it shows some of the detailing on the back in a way that the other images don't without being totally repetitive.
Personally I want to rotate my head to the left to look at it "properly". I think this angle kinda only makes sense if it was taken in the game world, showing that it's flying like this.
For most game models I use an ambient cube source + one to two lights. The trick is finding a balance between over lighting everything and allowing for some chiaroscuro to make things interesting. For hard surface assets how you treat flat planes can be a big consideration. I will usually pick out the larger planes and make sure I have a highlight that fades across them.
This is just beautiful work, I hope I can get that good at texturing, great work.
Thanks. Most of the work is in the spec. There is also a gloss map doing a few things- particularly a subtle brushed base texture on the cockpit metals.
Here is what the texture sheet looks like- Diffuse is the top left, spec is the bottom right:
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As far as concept, is this taken from something from an older game? I assume there's a lot of re imagining for this title, I'm sure we'd all love to see concept when possible!
Also, if anyone wants a beta key I think I have at least one. They are pretty easy to come by now.
I'm holding off on posting it until the vehicle is released into the game.
Any chance you will make another video creating an asset as the havoc for us to learn from?
Cheers
Personally I want to rotate my head to the left to look at it "properly". I think this angle kinda only makes sense if it was taken in the game world, showing that it's flying like this.
Better?
Thanks. I spend some time talking about how I approach viewport captures in at the end of the briefcase video on 3dmotive.
http://www.3dmotive.com/training/3ds-max/asset-workflow-series-the-briefcase-part-2/?follow=true
For most game models I use an ambient cube source + one to two lights. The trick is finding a balance between over lighting everything and allowing for some chiaroscuro to make things interesting. For hard surface assets how you treat flat planes can be a big consideration. I will usually pick out the larger planes and make sure I have a highlight that fades across them.
Thanks. Most of the work is in the spec. There is also a gloss map doing a few things- particularly a subtle brushed base texture on the cockpit metals.
Here is what the texture sheet looks like- Diffuse is the top left, spec is the bottom right: