Ok so at first glance i can immediately tell that you didn't do a high poly for any of this. If you are serious about getting a job doing game art, you need to start going that extra mile and creating your assets using the current methods. The piece in this that really stands out and says "I'm photo sourced" is the brick…
Hey guys. It's been almost 2 months, but I've been able to work on it here and there. It's by no means finished, but I think it's in a really much more advanced stage, but I feel like I should keep getting feedback from you guys. Now that finals are over, I'll be able to work on it much more and make it really polished. I…
Thanks for the great comments everyone, and for the suggestions :D I'm really pleased with how its going so really appreciate that. Really want to push it as far as I can. Hi Shrike thanks for the constructive comments :) the meat first :) 1.Modeled and unwrapped in Max 2.Texture -In ZBrush I projected a series of images…
Thanks, PHarrod for your feedback, and it's been a big help :) * You're absolutely right about the B pillar and the windows; that's certainly a big miss by myself. * The A pillar of the interior is something I'm aware of, and as you point out there should be a few more loops to help smooth it out, but I'm hoping to leave…
I'mma give it to you straight. This is a good model that you've done. Well job'd! I'm enjoying the entirety of it except the m4 stock adapter piece. It looks blobby and lacks definition in it's shape as if you didn't have good references for it, #sorry. Mspaint is the shit, yo. The weakest part of this is the…
Thanks everyone :D You guys are way too kind! I'm honestly just happy that I managed to finish the submission somewhat in a short amount of time :) Hi! So there are a few answers to your questions! Yes to almost everything :D I basically treated the locomotive as a piece of the environment rather than a prop. Meaning it's…
You PM'd me but I like to keep stuff in public posts just so if someone has the same issues they can do a search and find this thread with all the info in it. For video games most shaders have the same basic texture inputs, Diffuse (the basic texture) Normal (adds extra lighting info for the surface normals, adds more…
I hadn't considered that anyone would be interested in the technical side of the engine. This is all a little disjointed, but here goes: All content is pre-processed and loaded via the Content Pipeline provided by XNA. Model's are exported from something like 3DS Max and directly loaded. With Audio, no pre-processing is…
I am aware, I pride myself in once being in the polycount wiki for the transfer attributes in Maya for this technique :smiley: Right now I'm trying to do it inside of Unity though. I know you could just do it in maya/max and import it, but I want to be able to do it in Unity for quick and easy iteration and also perhaps…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…