AND FINISHED! I submitted just in time for the ArtWar deadline on Monday, but I ended up really pressed for time for the final renders and wasn't happy with the results. Decided to go back and fix a few issues with her rig, re-pose, and render everything out again. Time for one last image drop give Ezri the proper…
sorry, I wasnt using it as a comparison with THQ but as an example of good Marketing that helped sell it to the unsuspecting public. Although they did the same stuff for darksiders2 (tv, print, interwebs) it did it very badly. The CG trailer showed nothing of the game or story to draw new players or even existing players…
Power - Gotta commit to deadlines man. You're not the only one with a full time job. Time management is key in these competitions, can't be upset if deadlines don't get pushed back. We've all got full time jobs. rv_el and jordanW both work at epic, and we all know that Gears 3 is coming out soon, so guess who's probably…
Haha we're really happy that you like it! Before anybody pays for The Vale, when it is complete, you will be able to play the Alpha version later this year, so that you can get first hand experience with the Horror that we have in store. It's a risky move indeed, but we are more than confident in our work, and are 100%…
You are correct that making large chunks reduces drawcalls. However it also wastes memory as the large chunks usually take up more memory space than the smaller pieces. Also a large chunk won't ever get culled. So all the polygons are always being drawn which can lead to problems. The trick is to pick chunks that are the…
Thanks for the tips and crits. 1. I will cap the top end as you said. I always wondered why people did it that way. 2. Alpha maps for holes would be epic! I will try that with the next helmet I make. 3. The white helmet with the wear and tear was done pretty quickly as a demonstration. It's pretty obvious there are areas…
Unless you are actually editing the uv's to make better use of the space, you wont be saving any texture memory. The advantage of having multiple object textures on 1 uv is you can use the same shader for all them thus saving some draw calls (although this won't work in some situations, iirc) I think you should avoid…
As far as presentation goes I would probably deviate a tad bit form the concept and add in a few more planes of space, maybe a foreground object or something. Also the epic sense of space in that concept is informed from the fact that there are human figured in it. So you may want to compensate for the lack of that by…
Finally I have time to get back to this character. Here is an update on her accessories. The idea is she can use these rings to summon the Taoties (monster) to fight for her, and each ring represents a different creature. The motif designs are based on the Taotie, a motif commonly found on Chinese ritual bronze vessels.…
well, have a look at Adrien Thierry's work on Dishonored 1+2. He's worked on a lot of the props and architectural work there. You'll notice he works with modular pieces that make up the fundamental characteristics of the building, and then makes good use of the texture sheet to fit that design. He also works with trim…