Guys big thanks for all those great comments! I'll try to answer for a few questions here: Martin Henriksson The train model actually uses a mirrored sides and all the bottom area is just copied models. Jet_Pilot The render setup is a different for each model, I was trying to find a best setup with lots of testing, but in…
I was thinking about that last night passerby. I can just have all the tiling textures in map channel 1, masks in map channel 2, and light map in 3. I originally had the 3 brick textures with their own UVs because the bricks were different sizes on the texture sheet. I just need to match the scale of them in PS which I…
TF2 was rushed as hell, if you watch closely there are even some reused scenes from the first movie (asteroids falling) and there's a scene with Soundwave that is seen twice too. I love the first one, but the second had too many problems from outset that hurt the production. First off, the writers strike meant that Bay…
Thanks for the tips. I will be working on creating unique silhouettes as soon as I actually go into the individual character creation. But thanks for the reminder. I think getting the silhouettes will be hard especially for and RTS game. right now I just want a good base shape with good mesh that i can then create…
Hopefully we will catch most of the issues in the patch. I think we did go a little crazy with the graphics but we wanted something that could hold up graphically for a while to come. Try to keep the shader quality on high as medium drops out the bump maps all together (low kills the poly grass). Im going to be posting…
**I'm replying out of work context and just for personal benefit** This decision is based off what avenue you are trying to pursue. You can be a artist who models from concept only but the con to that is you don't fully develop all artistic skills. Some of these skills are color theory, flow, shape contrast, silhouette/…
Hahaha, bring your lunch money tomorrow rick, imma take all of it! Dice is not paying me enough so i have to make money on the side. Yeah bf does suck pfff, thats why i have halo figures on my desk! So far my job is really to just build anything art wise and get it in there. Which is really cool, i get to try my hands on…
I think a lot of the answers to your questions are simply a matter of preference. Game modeling has some strict rules, but with high poly modeling to the best of my understanding you have a bit more freedom. That depends on how you want it to look. Are you okay with having identical columns? Are there any asymmetrical…
Game is hard on forums, but i think you got some really good feedback on other things besides your actual model a good concept artists is really hard to find with free time, same as modelers, animators... my suggestion would be to get a guy trying to improve the skills like you and you both learn together. or you can try…
Racer's little minitutorial, while helpful only really covers one side of the issue, there are certain pros and cons to each. pros of using more mesh chunks: 1. Can use less geometry 2. Can use "cleaner" geometry, ie less long thin triangles, which are generally bad cons of using more: 1. Much harder to get a "seamless"…