The team @ Eidos Montreal put out a trailer today for Deus Ex: Human Revolution. After teasing the release for some time, be happy its finally here. With the original title being one of my favourite games ever, after seeing this trailer you can colour me excited. Published by Square Enix and developed by Eidos Interactive…
- Took a week (or two) break from this model... continued yesterday, did UVs for all parts, and started with textures. - Textures are very much WIP, put some materials in all parts, masked them for specular and gloss and so on. - I also started painting face and skin color maps. - Metal parts will be done in Silo. I might…
Hi, I could use some good links to videos to help me update my modeling and Unreal skills. I also would love to hear some options on current texture sizes for PC games, and how many tri's I should be aiming for for an indoor destroyed building scene. Lastly, as I want to bring it into Unreal, I wasn't sure if I should do…
A small update, playing with the lighting, lighting color and placement of lights, as well as material properties. I'm also continuing to play with textures and details, but here's an update either way. Thanks again for all the crits, slowly but surely I'm implementing them.
I just wanted to post another update. I think this is the final scene that I like. I brightened all the colors, added variations in the trees, and tried to use somewhat of a color palette to make my decisions. The fence was changed from before to this nicer more "What you would think a fence would look like" kind of look.…
Has anyone come across this before? Last night I was messing with my normals that I created. I decided that I wanted to delete some of the layers and re-work them, as I wasn't happy with the way it looked. I deleted the zipped folders so now they are no longer present in my normal map, but when I update the whole scene in…
Alright thanks guys. I've updated the first post with a little more information on #1-3, and i will continue to update these as we have more information.
Order 1886 has 100k characters, infamous second son has 120k, Ryse 80K. Are you going to update your portfolio with higher-res meshes? Do studios look at that sort of thing?
Hello. Thanks for taking the time to share your thoughts. I recently updated my primary website with examples of the studio work I've done the last few years. I've added a lot of information and I'd like to present it in the most effective way possible. These are some questions I'm hoping to hear some honest and critical…
- Composition Improvements - second camera render + Video set up - Light rework + Ambient light ____________________________________________________________________________ - Ground Rocky Texture + mesh -Small props added to the scene -Invocation Area…