This is looking good! I can't wait to see panel details on the body. The overall shape of the body looks good but the fender above all of the tires is reading kind of unplanned. Try to have more intentional bends and also keep in mind the aerodynamics of the vehicle or perhaps it was engineered for stealth/ deflecting…
I think I'll leave it like this for now and then compare it to other props and enviroment things when i have a few of those I have the feeling that it is getting a little bit to realistic have to make some more things to compare 4348 tris total T:270 tris I: 62 tris L: 110 tris U: 136 tris they all have the same texture…
Fixed! Thank you, thank you, thank you for reporting the issue. I intend to start updating this project again here in a few weeks. I've been busy with work and school as of late. So expect the ability to add comments here soon and the ability to see how many ratings you've received. The project is receiving more traffic as…
I'm not sure, but looking into the game screenshots I would assume: Characters: 512x512 or 1024x512 Hand and weapon: 512x512 or 1024x512 Props: Most around 512x512 or less Tileable textures: variations of 128 to 256px I would say all textures use photosource, and characters are a bit handpainted with overlayed textures.…
thanks for your replies, guys! KDR-11k: yeah that's right. the eyes look to much like plastic now ancieto: propably i used too much polys for the head and too view for the jacket. i'll try to fix that. i didn't mirror the trowsers because of the buckle belt but it's probably such a small detail nobody would notice it. the…
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Ok, so here I have this mesh in zbrush which is at 113 Million polys with plenty of subtools to get along with it. Questions is,what's the best way to retopologizing everything? Do I have to go through every subtool one at a time? This was started in zbrush so it's no UV'd yet; will the retopologized low poly contain the…
Currently < 11k triangles I think I'm ready for some C&C on this one. This was supposed to be a different scifi model, so it's actually a failed attempt at an original character. I've never done anything in a manga style before, so either way this should be good lesson for me. My plan is to make Samus beat-up like she just…
was a bit bored this afternoon so I decided to start skinning one of my head models the base used is elisha cuthbert/kimberley bauer (24-series2) there we go, polycount is a bit under 3k pers shot front shot and the flats, one 256² and one 256*128 the whole skin was done in about 3h30/4h, but played pariah a few times so…
Well my scanner mysteriously started working again after mysteriously crapping out on me so I decided to actually model off of some good concept art. This is your typical Z-95 Headhunter from Star Wars modeled off the schematics in "The Essential Guide to Vehicles and Vessels". The model is right around 1400 polies and…