Thanks for heads up. I appreciate the references. The main road with side walks was one of the pieces originally planned. I wanted to have wider central path with smaller sidewalks on its sides. I found photos of small european town for inspiration. As well as Old Shambles. My main idea was to have a central road for the…
Here are my first few screen caps of a StarCraft 2 Siege Tank model i will be working on. It is a WIP and all and any feedback would be greatly appreciated. thanks in Advance! These are my main concept photos. And these are some ScreenCaps of my WIP Tred Close-up Top View Side View ...Updates to come very soon!!
I worked on getting a demo reel together. I'm kind of happy with it. I updated some of the work found on my site and added a M1 tank I made awhile back after fixing the texture. Let me know what you think. Thanks Alex http://apsentertainment.com/reel/aperezReel.mpeg
Thanks shrike ! Idefinately agree with you , but the bg was a deliberate choice to distinguish hp from lp ! As for the emisdive , the color on the bot can be changed ingame , but im using xoliul shader that with fresnel on , washes out the emissive ungortunately :( Tanks for your input !
Thanks guys, liking all the tips for details such as backpack and tank, will be adding some over time. Heres a quick render of the gun im making, wont be seeing much of it but since im making one, why not put alittle work into it :P
nice start, and thanks for showing the wires of the tf2 characters. Hmm i must say that the lods of the tf2 characters are at places horrible. Everyone must have spotted the pyros tank changing colors right? It will be intresting to see where u go with this!
thanks guys, hope i can post some more stuff soon. cheez, your an old insomniac? whats your name? want me to give any shout outs? don't know if there is a jeep anymore, the tank got a shader up-rez.
I've got a lot of single meshes that are using multiple material IDs within the same mesh and it's tanking performance in Unreal. I was going to separate them into separate meshes to help reduce the draw calls, but some of the meshes have upwards of 34 material IDs. Doing this manually will take a long time so does anyone…