Yeah, believe me I'm not happy that the only full in-game environment I've created is one that's years old from UT2004. I suppose it no longer is needed since there's not much there that would really make a difference positively. It just takes so damn long to create a full environment that'd pass as production quality…
To do that in Softimage you can use Ultimapper, the same thing used to create normal maps from highpoly meshes (select the low poly and choose Get>Property>Ultimapper. There you can select the hi-res target and the maps you wish to bake, Ambient Occlusion is on the list of maps you can chose). You can change the settings…
hmm...I thought this was about my 'great' idea of streaming singleplpayer games to the customer instead of shipping discs (just like MMOGs)...these costs would not be covered by one time payment...activation servers obviously are covered (and the current Ubisoft system is nothing else...it only checks periodically instead…
Try to break it down into discreet (modular) pieces that you can easily wrap your head around, and then block out the scene as simply as possible. Focus especially on getting the major shapes and proportions correct. After that, just take it one asset at a time, re-use assets where it makes sense to do so. I'd say, don't…
Well you can go to the trouble and expense of "casting" people to scan or can pay some talented people to make exactly what you want. Shifting the art budget to a casting and recording budget might be equal or even more expensive. It's also really hard to scan things that don't exist or match styles that are hard to create…
Ahh cheers for those images Alec, great reference (book marked!). Just to clarify I didn't just slap a downloaded texture onto the texture, I actually picked an area of wood from a high-res photo, and then painted the wood grain in/emphasised what was there, and then built up layers of varnish and dirt on-top, however I…
I'd like to add something to the animation question; Showing acting animation is pretty essential to an animator's reel. Not only does it show that the animator can create a sequence of different cycles and what not but it's also more fun to watch if done well. I do agree with the rest of the stuff that Brian said though,…
You can go far just using Photoshop and Blender. For the game engine, if you want to create any actual gameplay/code, then Unity is probably your best bet. If you just want to create levels and assets that look nice, UE4 would probably be best. Eventually, Zbrush and Substance Designer/Painter would be great additions, but…
I think what you really got going is the fact that it instantly reads borderlands, which is awesome. It all reads pretty well, and the shapes are awesome as a whole :) For the wire, the main reason I bothered to post cus I got a great idea for ya, you could create like 5 cylinders, boolean or merge them into a straight…
Thanx! Great to hear the positive feedback :) And yeah. I plan on creating a full body character next. One that has normal, spec, and such. Hopefully get it into the Unreal engine as well. I would like to get more knowledgeable with that engine since it's so popular. Ah, I was thinking the same thing haikai. The next…