Any describtion liek "modern" AAA or "next gen" game.. is somehow very "unprecise". It depends on the overal used geometry in the whole scene how "big" the game assets and world "needs" to be. Games which are only running on 1500+ $ cards.. does not sell so well i guess and also are very expensvce in the developement…
sonic: Not just that, most formats have licensing fees associated with them. EB Games apparently sells the PSP only in bundle form, which forces you to shell out 400 USD minimum and get three games plus an accessory. I don't get why people expect handhelds to cost LESS than a home system. Look at laptops, all of that power…
arshlevon, you are totally right! The only thing we need from games is better graphics screw game play, story telling, character development and inovative thought. I know when I am shopping for a game I want a game that uses tech specs to sell the game instead of letting the game speak for itself. I know I gloss right over…
I think that is acceptable, you're zoomed in pretty close and it's still holding up "pretty well". At a distance it starts to look like scales so that would be concerning to me because that is the first impression people will have. Instead of tinting random clumps you probably want to tint the lower shells darker if you…
First, assign a checker material to your object. It helps if you make it two shades of dark gray, rather than black and white, because you'll be able to see the face edges better. Then... 1. Apply an "Unwrap UVW" modifier. 2. Click the "Edit" button so you can see your UVs. 3. Go into Face sub-object mode. 4. Select the…
I lean toward merging them because that is how I would have originally modeled it, but you do have a pretty natural break there and since it has been modeled as two separate pieces and the topology doesn't really match, you might want to cut your losses leave it as separate and explode/bake. Then moving forward keep in…
I was actually playing around with separating the UV shells in the Hard Edge version earlier today, and yes it more or less completely eliminated the nasty edges. Now it hit me that there is a "Warp Image" feature in Maya that lets you transfer texture data from one UV set to another UV set. So I figured maybe I could bake…
Got it, thanks. Element selection is bothering me now =) Your hint about it being slower than calculation was right and sent me on a journey of poking around with element detection and reorganizing the whole thing. Expanding to element is slow, but does wonders with low amount of shells, say we have million polys unwrapped…
That looks amazing, great work. Personally I feel like it's only missing a few nicks in the paint. Both to sell it as a vehicle in rough use and to get those beautiful metallic highlights where the paint has stripped away.
I wasn't aware that environmental art had fractured again and spawned another specialization? I could be wrong but most places only have two types of enviro-art guys. - Prop Artists: These guys get a list of assets(dumpsters, generators, burned out cars ect) and a deadline. - level Artists: People who carry out the overall…