The optimizations you seem to think that are revolutionary, are mostly reduced asset complexity. The models are 1800 poly max, doom3 was around 3.5k in some cases. The multiplayer was cut/paste from q3 litterally, hence the rocket speed being slower, they did'nt account for the different scale size. All i'm saying is that…
Hello @Noren ! I hope you are doing well! Thank you again for your continuous support! Yea, I wanted to model the screen ornaments because I wanted the depth and it's the centre piece too look at when you enter the room~ I have started texturing for all the assets created so far. Here are some interior screenshots from…
Hi! Cool stuff, fun ideas there! :) So, the first animation, the guy with the chain. A few things: * It's really important to get the arcs nice and smooth, especially with the visible trail. It just looks dirty and unpolished, and many studios won't accept animations with even cleaner arcs (but still with small defects)…
Hi. I was working on this anatomy study and I was hoping to get some good anatomical feedback. My aim was to get a muscular body type so it can also work as reference. Thanks in advance for any advice you can give me
Hi everyone, I'm a beginner in the field of creating game-ready weapons, and I know there are many others like me trying to figure out the right and efficient workflow for making weapons suitable for use in engines like Unity or Unreal. As you know, creating a game-ready asset involves several steps — modeling (High \…
I've simplified the concept because I don't understand the code at a super low level. It's still the same object during the whole process. Polygon models have indices of verts, edges, faces and so on, each component has an ID number and a value (and secondary values, like vertex color or skin weights). The history nodes…
2D is my weak point so I've started little material balls as one type of warm up or when I have a moment. Back lit skin and shiny fabric. Hope to get better at this stuff.
looks good i would do the treads with a stencil type alpha shader with holes in the main "top" of the texture and a strip of side profile polys (with baked alpha to give suilohete better shape) hope that makes sense
I have High hopes for my Jester type character but I'm pretty sure your's will turn out better than mine, her lips could be black instead of red that's my amazingly creative feedback.
Lol... i actually just turned off the trailer after like 10 or 15 seconds in. Looked kinda generic, thats for sure. I was hoping for something more along the lines of Monster Hunter trailer type.