It's highly unlikely a titanfall mech is doing anything that simple. For a hero asset using several large maps is perfectly OK and in the case of something like titanfall they'll be doing a load of shader trickery on top of that to ramp up the awesome. Base your decision on texel density - if you don't know what that is,…
Hello! You're right, Kindred is such a mystical champ :) I like the comp, i may have offset the hero a bit personally. I think u should lessen the yellow a bit, it's kinda too bright right now and my eyes are directly attracted by it. Settings the values in grayscale may help to enhance the focus where you want it to be.
I feel like your missing shots of solo props. you have all these environment filled with art you've made, but no where can I look at a singel hero prop except for in the "scifi scene" and the "fantasy chest". Id break of some of the assets that your most proud of from your scenes and do a proper breakdown of them as well.
cant say too much about what i am working on, but on the psp we get a ton of polies, and it all runs pretty good. i get around 3700 for background characters and 4500 for hero class. we usually have 3 to 4 characters on screen at a time. the environment limit is around 15 grand per zone.
I'm really liking that new trench view. The high walls and barbed wire at the top create a sense of claustrophobia. Which is a good thing in this context. I think that could be your hero shot for the scene. The post processing is much better now as well. It feels closer to the look of Battlefield 1. Keep up the good work.…
I think the key is that it gives context to the random 'bad guys' you find in most games or movies. In a bleak and destroyed world like this, the idea of good and bad, or villain and hero, depends entirely on your perspective. I like the idea of the protagonist not being inherently good, and being forced into situations…
Did a quick item based of a concept by DoubleLeaf. I really like making items for different heroes, its always fun to learn how they were built and modeled and textured. So I present to you, the Scintillant Crown http://steamcommunity.com/sharedfiles/filedetails/?id=205321155 Always down for collaboration and especially…
frubes you are my hero! I separated the diffuse and opacity channels to two jpeg files respectively and this fixed the problem! Wonder what happened to the tga support in Max 2010? Thanks to everyone for your help! (I'm changing the name of the post title so anyone else who has this issue can find it better in search…
I want to play too, to escape the current reality, that is why it trends to create a reality you would want to be in, filled with magic and super powers where you can fly and anything can happen, where you are a hero in your own story and escape this reality into the reality you always dreamed off. ^ Or what everyone else…
I've just got my 1 year InstaLOD seat this week and tested it in both Max and Maya. Pretty decent results for a few clicks, but the topology in all the tests I've ran haven't been the best. Amazing for non-hero/Lods/draw call optimisation, though. Nothing else like its features for practically no work involved.