It's a work thing, so I can't post those assets, but I'll see if I can put something similar together when I get home that showcases the problem. And thanks for the suggestion also ! :)
Wow. Already it looks like the mood has been set pretty well according to the concept. Could you showcase one or two props to show the quality of them individually? i.e. a barrel or a bucket.
Is there a "what's new" feature list anywhere and a showcase for them? From what I've seen so far 4R7 doesn't really look that interesting. Poly modeling and a Keyshot bridge isn't really that exciting.
Orb posted an awesome tut a while back in this thread: http://dev.polycount.com/forum/showthread.php?t=83186 and a video here: http://vimeo.com/26399689 In the thread is a bunch of his work showcasing his cracks.
Hey guys thanx for the feedback. I will be back going today and fixing most of the tweaks on the geometry. In the mean time, i have been working on the showcase renders. So, here it is here is the older one.
Hi, technical talk is not the best place to get critiques: try posting your hand painted attempts in the 3D Art Showcase & Critiques section, I'm pretty sure you'll get better luck there.
Grats on getting your Blanka showcased on Kotaku, Josh. They did an article on the competition, and your Blanka was one of the images they show. =] http://kotaku.com/5151083/what-if-street-fighter-iv-was-built-on-the-unreal-engine
Really cool work, I really liked the houdini tools you showcased on your submissions, especially the Ivy drawing tools! I was actually wondering, were you using the drawing tool in engine directly or just inside Houdini and exporting back to unreal ?
Didn't have much time this week, but I managed to make a trim sheet and also a more polished chair and showcases (not final). Lighting is of course just raw, I'm planning to use emissive lights for the lamps.
It'd be nice to see the spec maps on your textures too! Fantastic work overall. Do you have experience with shaders and texture blending? If so, maybe showcase that too at the bottom of your texture page.