WAAAAT~? I've been impressed by every single iteration of the game they've showed, they were all inovative given the time they would be released at. I do think the latest one is a bit generic and "next-gen" (dark brownish environments and so forth) but it still captured the vibe of the original game. [ame]…
I see a lot of people looking for automated solutions for texturing. I work on old school diffuse only stuff and painting the texture is my favorite step, am I weird or is it no fun with current/next gen assets? Modeling is my least favorite part so it makes me a bit sad to see texturing turn into a node graph.
Hi @Gav. Thanks a lot for the time spent on answering questions! I'd like to ask, does it make sense and / or help to include something done with pre- pre- pre last gen technology(I mean pencil & paper) into portfolio as character artist? Some pieces like this: ( two iterations, so that none suspects that it's been…
MarmosetViewer ArtStation So I decided to practice on making game props. (because I failed an art test :( ) This was a study for PBR workflow, next-gen quality, and hard-surface/inorganic modelling. Fist time on using substance painter- All I can say that it is a great tool! Comment and critiques are much appreciated. hope…
I pretty much have the same specs, and it works great with pretty much any current gen work I throw at it. But I am missing out on dx11 features and maxing new games. I still can run skyrim with higher than console settings, so I don't feel too left out yet.
I wouldn't consider many last gen games "uber low poly". Stuff like you see on DS, PS1, N64, etc. now that's low. I still find the PS1 FFs impressive (well 8 and 9 at least), especially the summons: https://www.youtube.com/watch?v=JOA_IqBA8Ls https://www.youtube.com/watch?v=zczrQis5QCU
That was my thing. It doesn't look very precise in the videos they've shown, but that could be because they want a quick demo. Also, this is a first gen device (from what I can tell), so maybe down the road, the precision will come. I see it almost like using a sculpting tool. Where your hand motions create the shape.
Alright here is my low poly version...well...low poly in the sense that I am shooting for more of a next-gen poly count. Too many? Any glaring problems before I attempt to unwrap? I was looking at a silhouette version of this model and trying to eliminate sharp edges poking out. Click if not loading...…
Well a MMO is usually a lot lower spec than next gen games so fancy shader tricks are probably a bad idea. However can't you use the fallback material system? It's supposed to let you define a simpler material that doesn't have the instructions not supported by the lower spec. UE3 should automatically scale between the two.
I've used max and mudbox... As for the target tri count, I think imma aim a lot bit higher than I usually do, and aim for something in the ballpark of 10.000 tri's. That should be the generic current gen budget if I am not mistaken? Things to fix so far: * Make flying helmet flare more. * Sadden the expression considerably.