Hah, nice paintover. Anyways, doesn't look too bad so far. May want to upload a larger image (even if it just shows part of your model, it's hard to see the texturing at the moment) and a wireframe as well.
This is very good, I was going to make some viking buildings myself but postponed it. Can we see some wireframes?Is the whole roof geometry ( i mean the tiles and stuf) And where is the roasted boar in the hall :P
show some screenshots with lightning that would look close to ingame please, GI renders like that usually mean wasted minutes to show something even a wireframe would show better. Keep it up and good luck !
Hey, guys. Thanks for the comments, I appreciate it very much. I'm still working on the texture panels so I won't be showing those off until they're completely done. For now, here is the wireframe as requested.
I have looked in the maya command options for the border edges command but there is no way to input a manual color. The only way I see is to set a color to your wireframe (by a specific command or by inserting your mesh in a layer).
Amazing works! The only critics will be about the demo reel, the shots looks incredible but I'd like to see more "in-game" recording, with wireframes and textures, not just subtle camera movement. Otherwise, good luck with your career! :)
There's not a ton here to work with. It looks pretty cool though. Do you have a specific reference you're working off of? Could you also post some shots of it with wireframes? Are you wanting this to be a portfolio piece or is it for funsies?
It looks pretty nice, but could we see some wireframes? At the moment, your texture needs more wear and you silhouette could use a little more geometry, it's looking very polygonal especially on the top corners
yes! I finally figured out UV sets, that is the most awesome thing for videogames texturing. It really downsizes texturefile space. Anyway here is my curent project, please feel free to critique renderrough wireframe
Considering the mesh detail of the candle, the barrel could use more polygons. A few edges for the metal bands, maybe a bunghole. Given this, wireframes of the scene might help reveal other balances. Also the large watermark is distracting.