Hello ! No problem. Models from high profile games from this era (PS3/360) are IMHO excellent examples of what can be done with a reasonnable budget. Not only in terms of raw numbers (tris # and texture sizes) but also because they're good reality checks on what matters and where to cleverly cut corners, in turn giving you…
Hi everyone, first time posting here. I'm working on a stylized Japanese bamboo forest in UE5, inspired by traditional Japanese art (ukiyo-e and Japanese painting). I'm going for a soft, painterly look with a lot of atmospheric haze — distant elements fading into the mist. 24-hour lighting (GIF): one Blueprint slider takes…
Hey thanks for all the c&c everyone! mathes - thanks man :) disco stu- thanks! actually i think blizzard has updated the orc face textures recently. google mostly seems to mostly show old ones though :P you're right about the belt too >_< its a bit of an eye sore looking back on it now :P creation22 - lol thanks man.…
I think i found a hidden gem :astonished: Soooooooo much nicer than some things one can see "nowadays". Just beautyful. Also just imagining how the "remains" of this bot now discovers this new data.
Progress Update! I am finally back working on this after a bit of an extended hiatus, and I am feeling good about some of the progress lately. The model is now 85k polygons due to some modifications to the body to reduce hard edges and those bastard tow hooks at the front taking up 3k polygons alone thanks to the…
[ QUOTE ] to me, seeing cinematic or hipoly versions of the realtime artwork has always been exciting in that it's been a different lens through which to view my favorite characters and places. [/ QUOTE ] I might be wrong here, but I think you missed Arsh's point a little. I dont think he was so much saying that he had an…
Thanks. You're totally right about the 'marshmallow' look. I'll add some tileable bump maps to fix the details and polish the scene. Btw, you asked about references -a while ago, I used AI to set up some lighting scenarios. Here are a few of them. Regarding the trees -I exported them as aiStandIn proxies, so I can't tweak…
Stylized mutant rat creature made in Blockbench. Created as a Minecraft-style boss inspired by Warhammer aesthetics. Focused on readable silhouette, stylized proportions and game-ready design. Open for freelance and remote junior 3D opportunities.
[ame=" https://www.youtube.com/watch?v=JWvgETOo5ek&hd=1"]Crysis 3 - CryEngine3 Tech Trailer - YouTube[/ame] I know nothing about this engine other than its rendering capabilities and which games use it. I'm curious about a few things, primarily gameplay/mod/"game design" related. How capable is the engine from the…