Dev textures are just for temp atm. We have a texture artist making us textures that replicate the ME look. Once all the gameplay is sorted and we have tested a few more times I will finalize the brushwork and we will start arting things up :) -vivi
http://www.truploader.com/view/260283 So i have this animation in flash, I understand how to make a ball bounce reasonably well. However in 3DS, i try to replicate this with similar key frames, and i get some horrible over smoothed flow, rather then a bounce. Is this normal ? or am i missing something :) ?
The scope can be considered a placeholder until I finish with the rifle, still need to add some scratches in some areas. I'm not rushing this one, the main goal is to get better at texturing so I'm open for crits. This time I won't try to replicate the materials of the real thing, the main goal is to make it look good.
I am fairly early in the process of this project, I just finished the modular parts that make up the building and some vertex painting on the bricks. So I am looking for some feedback or any ideas that anyone might have! The idea for this project was to make a London pub that feels alive. I was inspired by the The Roebuck…
nice man, looks a lot like the original, the only real difference is that it doesn´t have that stylized texture look that the game had but if you´re not trying to replicate it exactly then that doesn´t really matter. Always like seeing LIS fanart, i love that game
really lovely flaky rocks, been trying to replicate the same thing for my rocks in mudbox. will be following this thread closely. I duno if this is a compression thing or just UDK. Its just a bit disappointing to see all those nice sharp details lost in game imo.
Noob on the rocks! I'm fairly new to sculpting and what not, learning blender at the moment. Trying to get that stylized, low poly look but seems there is so many ways to go about replicating that look. What method do you guys suggest when it comes to this type of rock?
Try making more of the tiles chipped, about halfway up like in the concept. Because right now it's not very noticeable. I didn't notice at first. I would try desaturating the reds even more. You chose an awesome screenshot to try to replicate. Good choice buddy.
Nice :thumbup:!! I love the way you were able replicated some of little n more intricate details from the concept. It'd, in all honesty, leave me baffled :poly142:. Side note : For some reason this reminds me of Mass Effect\ District 9 :P.
specular map.. from zbrush??? not sure what you mean by that though this maybe should be in the technical talk section. It depends what you want to replicate, metal - wood, concrete etc they all have different degrees of how light or dark you should make your specular