Final (unless anyone sees something glaring to fix). Thanks for all the critiques on this. Really helped out a lot. If you are the curious sort and would like to see the wireframe/textures/high poly I'll have it up on my website by tonight. Thanks again!
Looks like I messed up something in the Free Edition that would cause larger shaders to mess up their code, causing red wireframes. You can download 3.15 (from the same location you downloaded before) and that should fix it. Sorry about that.
Already given my feedback so curious to see your progress, maybe a wireframe / viewport printscreen is better than a skylight render ;) if you want to show something more presentable during progress throw it in UDK asap :) Good luck either way!
Excellent work Oskar! It seems your internship was very productive. My favorite has to be 'The Eldritch Horror' very cool looking. Do you by any chance still have access to these models? I kind of wanted to see the wireframes and textures of the elementals too.
This is my wireframe, I did it for the sake of making it but I did get graded for it in my portfolio class. It is normal mapped but I was't planning on putting it in game. The polycount is ok but I can definetly take some polys out on the spikes on the top of the domes.
Could of swore I read somewhere that the helmet needs to have the inside modeled...but I can't seem to find it again to make sure. Is that true? If so could I see the inside wireframe of someones helmet so I can see what to shoot for.
Here are the sample videos I mentioned. They've been reduced to 256 colors to keep the file sizes down, but the actual dvd videos are full 16 bit color. Carbon Fiber - 75 megs Spirit/Ghost - 28 megs Wireframe - 7 megs
I prefer the none-italiced version, looks way nicer. As a personal thing; could you post a "wireframe" of the font, I'm interested to see how you did it, because I can see the faint lines and the breakup of pieces but it'd be nice to see it
Looks great! Some of the best looking stuff I've seen out of Unity. Some of the wireframes are a little puzzling how high they are. There's a lot of unneeded geo that could have easily just been baked down. I love the chunky style of everything though
yes the 200k model is for animation... and than the skinweights gets transfered to the 1mio one... but thats not a task for a one man army... we have a rigging department... could you post a wireframe image of the 18k model.? it shoud look ok with displacement if done right...