I'm neither environment artist nor architect, but I found this that might help you: https://archive.org/details/historyofarchite00fletuoft Pages 267 to 436 cover Gothic architecture. I think you'll find that Gothic cathedrals have a great variety and are far more complex than you think they are :-) .
I don't know Dane, it looks like they used their texture space fairly well altthough you could easily scale that to 256 texture without loosing any detail. It looks loads better than the majority of this recent boom of quake 3 models. Good work, keep it up.
I've wanted to try 3 sizes of an MMO monster. Same type, but different levels and details. Large (2x player size) 1200 tris- 512 tex Mid (player size) 600 tris - 256 tex Small (1/2 player size) 300 tris - 128 tex
damn where the hell is my Alone in the Dark bundle? need to reinstal those games =) the second was the best. That Adventure Classic Gaming site remembered me well Estatica II : http://www.adventureclassicgaming.com/index.php/gallery/image/252/ spheres made models? another one to search the damn CD
comin along nicely! i think shes vry cute. As for the skin, the shadow choices seem odd to me. I cant put my finger on it, but its taking the "life" feel of the skin away. Here is a book that might interest you, and be helpful. http://www.fwbookstore.com/product/294/253
I returned to the project with an intention to get it finished soon. We can call low poly DONE. Nearly 25K tris for a sniper is quite high but for Cheytac M200 is good I think. The next stage is UV!
Partly, but not fully. While it is true that the importer requires very lowres textures (128*256 in the case of a Pudge head piece), there are obviously other problems here, as shown by the faceted look you are getting in the portrait preview screen.
Nice work. Would like to see some reflections on the glass parts of the windows. Simply place some clouds in the sky to make variations and generate an Environment map for the glass via it's material and set the glossiness to 255, voila.
Ok it gives me 256 components, but its still grayed out. Should i render out my heightmap at 2017 aswell? EDIT: Ok im trying to rebake the heightmap as .raw instead of that .raw16 format.
Yeah exactly what happened with my dx9 card as well, mine is GTX 275. Cus I tested on my friend's PC with dx11 using the same build of Cryengine and it all looks fine, no shadow glitching.