Nice work. Any chance you can share some wireframe, texture sheets or even a tutorial how you did them? We have a upcoming project at our academy which is about spaceships and I think the guys (and I) would really benefit from some insight to your workflows. :)
Hi thanks for your answer , yeah i'm not enough familiar with texture making to use the best of it for the moment especially Normal maps , Specular etc... but i'm trying. I used Maya , Photoshop and my graphical tablet . If you have any comment on the wireframe be welcome :) I'll check out your work then !
So...... I've been doing some "low" poly of this character and thought i should do a little update here to hear your opinion about the result i got ^^ Hope you like it The "low" poly has 7466 tris Wireframe: With normal and AO: And the maps: Thanks for taking a look ;D
Marmoset has alpha-to-coverage http://www.marmoset.co/toolbag/learn/blending Solves the sorting problems, but doesn't fix the hard edges you get from intersecting planes. Still have to adjust those, like your white hair example. Nice job btw! edit... can you show a wireframe?
Thanks for the paint over Joopson i fixed the tri's and the wires look much cleaner now. I downloaded a whole bunch of reference art for this piece and studied some wireframes. xXm0RpH3usXx Yeah im using a reference in a viewport the one from the OP Thanks for the crits guys ill hopefully finish this one.
I don't think that's what he was asking antweiler, but that is an interesting way to get a wireframs of the smoothed cage over the mesh. I read the question as wanting to be able to push 3 and then render the smooth preview in Maya Software, which you can't do without actually dividing the mesh. Or I could be wrong.
I'm loving this game...High Moon Studios has just resurrected my childhood - didn't think it could recover after Michael Bay ripped it up and spat on it. If anyone knows where to find model sheets and/or models/wireframes - I'm dying to find them short of calling them up and begging :)
Lots of Tiling going on. I essentially textured every asset with a tilable textures, including the 'O No' Carrier. Some assets required some 'creative UVing', especially the ship, but it ended up saving alot of texture space in the end. We can get some wireframes when we are back from GDC
Good evening, as I promised posting lowpoly model of Bentley Continental. It is very low poly and early beginning. Im also sending the wireframe draft. The draft was created for "base mesh" I tried to quickly put the draft in 3d space :) so it is not precise and lot of issues are not fixed, but will be, one day :D
that's actually a pretty neat render, but it's not very good for judging the model. accuracy is looking good but from the wireframe i think you have some wonky edges being hidden by the strange render. with game art, the HP isn't the final result, so it can be wise to keep the presentation simple and workmanlike - imo.