Hey this is my first post on this site so sorry if it doesn't help a great deal. I suppose it depends on what program your using also, which was it? If you have to animate it doing it manually would be a nightmare, even modelling it would annoy me unless you did it basically. Personally i would simply add a few rough…
Thankyou for your comments. Your right, I did struggle to get colour into this building. I guesse I could of added some decals of grunge and grime but time constraints have limited me for now. I do however plan to add ivy growing up the side of the tower at some point. Heres an interior I did for the same game project. It…
nice, sama! I did a bevel too a few weeks ago. a few things you may wanna add: sometimes it's nice to use whatever preferences you have for bevel instead of always defaulting to 2 and .2 you can just add a few lines: if (!`optionVar -exists polyBevelSegment`)optionVar -iv polyBevelSegment 2; textField-tx `optionVar -q…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
This thread is meant as a more focused and condensed version of my previous WiP thread and some additional comments and break-downs of my work. Finished project here. I won't be going too deep into details, I'll mostly just be showing my general structure. I really want to stress: Even though I'm tessellating and…
Thanks for the feedback and paintover @Fabi_G! Yeah that's quite an easy fix that actually adds so much to the overall readability of that area of the strap. This is one of those details that got lost in the original scan I think :)
I'm feeling much better about this now. Adjustments made, including turning the body into wood. I have a tumultuous relationship with texturing and especially the idea of "dirt". I could probably rant for days but I won't :p . I understand that the industry needs it, so I need to be the problem solver they are looking for.…
I'd say it's a nice start ! The first thing I noticed is how the values and colors do not match with the concept. The texture looks too bright, at least on the beauty shot (the flat looks a bit more ok but still seems to be too bright) and the muddy brown color I see on the concept is not here on your piece. Also,…
Hello, I am Lead Level Designer at Riftwalker and we are developing our first game called Siege of Inaolia. Game will be powered by UE3 and we already did a lot of job as we released three alphas and we are almost ready to release fourth alpha. We are aswell selling our Alphas all the way to the final game on Desura and…