I made a series of more drawings developing the small ships, guns and other props I could think of. There's one called ww3 which depicts an assault on a large ship during World War 3. In the current timeline of the [Working Title] there was a war that came to be known as World War 3 in which some human powers resurrected…
The gesture and some of the proportions looks a bit off. Click on any of the guys on this site and you'll see from and side views you could use as reference:…
Makkon: Thanks, definitely something I try to keep in mind. When I do one of these concepts I'm thinking about it as an in-game environment from the very start, so I'm glad it shows through. Woz: Appreciate the praise! Noren: Your notes are spot on, perspective is something that I tend to fake the hell out of in these…
i tried this with vue 6. it's easy and there are already presets plus tons of stuff on the www. the rendering times are of course quite high for high quality and you always have to keep in mind that it will always have that "vue" cg touch. especially clouds can't keep up with true photo domes. maybe they improved features…
Are you aware of the advanced vertex blending material DVD i released? IT goes into this in much more depth, and also shows you how to make more efficient materials. The one u have now is over 100 instructions, but if you did it a different way you can get the same effect with 70 instructions. you can find it at…
Lookin pretty good so far! I think the anatomy could be, well a little more :) To illustrate what I mean this is one of the best low poly tutes of all time. I am going to follow it just for the hell of it. http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.php Jon Rush has some really good things to say about…
Not that I know of. I think impossible for the same material to look different on objects and that makes sense when you think about it. =) Unless of course there's some vertex painting involved, which I think is your best bet. Like in the second video over here: http://www.polycount.com/forum/showthread.php?t=80907 You…
The output is almost same with Maya or Max render, but xNormal is pretty fast so I love to use that... for tutorial: You might check http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29 [everything about normal maps and baking] http://www.xnormal.net/Tutorials.aspx [How to use xNormal, but even if you…
Thanks mate :) Here is a screenshot that might help you maybe : Baked in Xnormals for NormalMap/Opacity/Diffuse/AO You can find a full tutorial here : http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ You are very welcome ! :) @ AgelosAp I'm also posting the changes I just made based on…
Putting it into Unreal would be a very good thing to do. I agree with all above about the saturation being to high, another thing that I noticed was the repetition of the wall dirt texture on all walls. You could easily just put some random dirt overlays to break it up a bit. I like the scene, good work so far! I'd look…