Well, if your main concern REALLY is to make a portfolio peice, your focus should be making it look good in the format its going to be viewed, and thats at a relatively low resolution in still images. Since that is the case, I would really like to see just simple screenshot of your highpoly, at about the correct size and…
[FONT="]Hi fellow artists,[/FONT] [FONT="] [/FONT] [FONT="]I want to add some low poly iphone models to my portfolio (500tris with 512textures).[/FONT][FONT="]I am using Maya as the modelling package, with the intention of importing the models into the Unity engine. [/FONT] [FONT="] [/FONT]…
Thank you all for the pictures. Good to see people are having fun with it. Here's version 7 with the texturing updated to support all square textures (8x8 - 512x512 (not sure if there's enough memory for the highest)). Non-square textures should be possible on the DS, but I've not cracked that nut yet.
[ QUOTE ] yeah. to me it looks as tho you may have given lots more space for the head as opposed to the body. [/ QUOTE ] Ditto. The body's texel area looks to be about 1/2 of what you gave the head. Can you show us the UV map for this? Or is it different textures? Did you use 1 512x512 for the head, and 1 512x512 for the…
@Davison3d - Thanks! @Skamberin Thanks dude. It was in the intro trailer and gets blown up just outside swordbase. The used to drop that one but switched to the classic on instead there. @XenoKratios Not going to be working on the next game. I was contract at Bungie and have since gotten a job working on an unannounced…
Theres some really great forms in these pieces and the modelling itself is really clean and sharp, in particular the floor works out well. The most recent wall seems a bit like you got lost in the forms compared to the control you showed with the floor. I think the problem is that you had 3 or 4 really strong forms in the…
never really been a fan of the get a mac ads. I find them funny at times but also snide and pompous. mac is hardly the game developers platform of choice. It's natural that most game devs wouldn't touch one with a barge pole. However I do take a dislike to the un-informed trash in this thread: hardly any employed designers…
I created a 512x32 texture of a welding seam with translucent edges. From there I modeled strips over the mesh where the welding marks would be and applied the material. Easiest part about this, so far.
Pogo: Aye, I fully expect id to come out with another killer engine, thats always been the pattern before. I always enjoy the spectacle of 'what next'. Verm: Nice to read that someone is using common sense. Theres 512mb cards around and on their way for general use, but we're not that special that we've all got em dammit...