Watching this. I've tried an similar approach in my game and I never really was happy with the combination of hand painted texture look and normal maps. IMHO the hand painted texture look benefits a lot from painted light which interfere with normalmap lit surfaces. Though spec maps are fine. But on the other hand I'm not…
It cost vertices to cut a hole in the middle of that cross piece, where the vertical portion intersects with it. You could just run the same face all the way through there and have no hole, right? same with the end. You are using verts to match the profile of the frame it meets, when you could just run the faces into each…
Wow, it's depressing, seems like the worst of the worst when it comes to "games courses". I was especially surprised by the reaction of the staff member to your request of tutor feedback : "I’m interested to know about your requests for tutor interaction. Again this is something some prefer and some don’t". As if personal,…
I'm sure you guys already have plans for this, but I'm noticing a lot of straight lines throughout the scenes that are separating the buildings from the ground/organic rock areas. You have great ground blends already, But they don't interact with the buildings. Here's a quick paintover to explain: Just bringing up some of…
You might think that you're saving polygons but the amount of vertices(which is what really matter in an engine) is the same, or even more sometimes. Smoothing/UV splits add to vert counts as well. But leaving meshes open can certainly make modeling easier(and save unwrapping time/space) and of course faces that will…
Saw this over a year ago when in earlier development and hated it then and still hate it now. Toys are so gimmicky and well it's not my cup of tea... Could be so many other cool games made that use toys to interact with characters. Like say "TRANSFORMERS" Imagine putting a transformers toy on the little platform and thats…
How old are the people you're going to be teaching? Depending on that and how big this class is going to be, it may be worth seperating your students into programmers and artists. You'll never be able to cover enough of either field to be useful if you're trying to teach both aspects. I've got a few contacts from my days…
Id say human is the better way to go as most people can reference with it. My point is mainly about the back and forth, interaction, reference and reflection, conscious or subconscious, that the viewer has to have in order to create some sort of connection to the monster. From there you can evolve.... I think of the…
Seriously guys, this movie is gonna be like nothing else we've seen... http://fr.tinypic.com/player.php?v=2d9u1f&s=4 This entire sequence is 100% CG (spoilers of course) and I can't even begin to imagine how to do anything like this. The water interaction at the end is especially mind boggling, but all the cloth and…
i would add more angular stuff to those wall pieces they will produce quite a dull normal map atm.. some of the panelling looks like it would overlap like armour quite nicely giving each panel a nice slanted normal also the round thing doesnt sit quite well on the wall.. maybe add a collar round it which interacts with the…