thx guys awesome you like it :) @Ged yea lighting setup is still chaos xD, gameplay wise ...yea cant promise anything soon. i make this game with one friend, he does all the code, i do all the art ....and i had recorded some slopy gameplay of me running around and he thought we should do it right...so we will make some…
Lucas Arts has been known to flounder around and use whatever it can cobble together on whatever project. Developing tools and tech while designing and creating art normally leads to wasted time and frustrated talent. By the time the tools are written to deal with a lot of the annoying things and bugs, the project is…
Is this for a game art portfolio? if so, you shouldn't be rendering your work at all, you should be putting it into an engine like unity or unreal and showcasing it as realtime art, as it gives potential employers an idea that you are somewhat aware of realtime limitations and how to work within them. if you are looking…
I think the idea makes a lot of sense. I also really like the new concept you posted. The colors on it do a really good job of conveying the ice idea which sort of "frees-up" the rest of the design to showcase other aspects of the character, if you know what I mean. I think the big issue with the original concept you…
Whether the asset is optimized for games or not, you simply don't need more triangles than you need. Having more triangles that aren't defining silhouette is just wasted space. Having extra resolution for a better look means adding in extra loops to avoid showing jagged edges on the silhouette (and better animations with…
Thank you for the input guys, I actually found a really good example of this in the showcase: http://www.polycount.com/forum/showthread.php?t=74780 In particular check his shirt, the pocket flaps are at least double the texel density, maybe more, compared with the rest of the shirt. He also has a texture strip at the…
The second sketchfab is just the unsubdivided wireframe, BTW. That one loads instantly. its a 1.2 mb file, IIRC. That's with this data: Yeagh, the load time is something I tried to minimize. Uploading my 2x sub-d'ed.obj at 75+mb would've taken too long, especially to sketchfab's slow servers. I tried compressing the file…
The point is not to shave seconds off the hiring process. The pieces of advice given here are all about suggesting that any applicant should make things as snappy and efficient as possible. Because any presentation that wastes the viewer's time (no matter how small that time is) can be perceived as sloppy and annoying. And…
As I stated above I started the thread early before I went into Maya and began the modeling, most of the work I mentioned is couple days work organizing my reference guides and collecting overall spectrum of images. @Bek Ill be posting periodically and making it in chunks to maintain accuracy and to layout the areas for…
I know how you would do it in UDK but not sure how CE3 does it. These should help, Guy called Bunglo posted them up. http://freesdk.crydev.net/display/SDKDOC2/Blend+Layer http://freesdk.crydev.net/display/SDKDOC3/Dirt+Layer Art wise I think your textures are really blurry. They look like they were made with really small…