ohhh sweet i love these. my only comment would be that i wish there was a teeny bit more depth in the forest one, since your other ones feel more vast. The cloudy area seems kind of flat with the same brightness/lighting for the clouds/stars. But I guess it's ok for the stylistic purposes.
I actually said they're retarded . I'm not a wrestling fanatic like them. Like any star, some fans are always going to deny what happened. Especially a situation like this thats so fucked up. unless its paris hilton and we all are fighting to be on the jury to say she's guilty.
This one took a couple of days and it was the first time I tried to render a highpoly so kind of exploration. Star wars design so it went quickly. I already have the lowpoly but not sure how to present it. for artstation I just did as the book, pointing each part https://www.artstation.com/artwork/yxJBn
Hey buddy, take a look at this thread, it might come in handy for the harsh transition between the rocks and the floor: http://polycount.com/discussion/181140/unreal-4-terrain-blending-tool-inspired-by-star-wars-battlefront/p1 It is quite heavy for real time rendering, but hey, all that counts for portfolio is that it…
Trev, thank you for being willing to share your workflow! I'm excited to see what you have to share, and in the meantime will check out the magazine article. Star Citizen I'd say has a very high bar of visual fidelity and design, this sort of stuff always astounds me. Beautiful work!
Lovely materials, nice model :)! Good work! As far as I know, most Star Citizen Starships use chamfers and edge loops to get nice edges. Then a multi material with various tiling textures to achieve high texel density. Each of the "material spheres" above probably represents one sub material.
I liked the lensflares :( But then I didn't mind them in Star Trek either. One note, on the sticky notes of your last picture, they don't look connected to the wall at all. Turn on SSAO maybe? Either way they're missing they're not recieving the lightmap shadows properly and so stick out a lot.
If you're using turbosmooth just up the iteration to 3-4. I tried to think of how you could avoid a star vertices but I can't think of anything right now except major re-haul on your mesh. So I'm thinking you should just boost the iteration up. :)
My name is Andrion Becker, I am a professional animator living in Austin TX. I've contributed to titles like Epic Mickey, Star Wars: The Old Republic, and Darksiders 2 to name a few, and I'm currently available for freelance! Here's a link to my reel.Thanks for looking! Streaming - www.smootharcs.com/reel.htm Quicktime…
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