For anyone doing the second concept, there is a awesome scene in the monthly recap you can get inspiration from. I know it's not the same style but I think the concepts are similar. Check out the link to see wireframes and realtime model. It's pretty amazing stuff. https://www.artstation.com/artwork/A6oae
Been a bit busy with a new job (that can pay some bills :+1: So this is going a bit slower just because I still have to do the UI wireframing and such before I can start on more stuff. (and really want to make sure the UI makes sense)
awesome work dude. I like the hand painted textures, look clean and simple but very good. How did you do with the terrain/base mesh? can you post a wireframe render? how did you do to blend the texture for grass and road on the terrain? congrats..
It's looking pretty good, but there are some weird things going on a few places like for example on the right side of the front under the bottom two indentations, and on the right side near your details. There shouldn't be any pinching if it was entirely flat. Can you show us a wireframe of your model?
I forgot to mention that one of the other things I tried with this was doing a face-weighted vertex normal version; whcih ended up being a pretty fun process. Using only vertex colours (no UV's) could be a pretty fun style for an indie arena-shooter. (wireframe comparison)
It looks good so far, I'm assuming the cape is a work in progress. Hands look a little off in the side view, but that may be the lighting. It'd be good to post some wireframe shots, concept art, etc so people can give you some more detailed crits.
superb! Really like the way you've rendered them with the depth of field. Do you mind me asking how long it took you to do? There's so much work there I cant comprehend the amount of work it needs :) PS: Would you be able to post any wireframes?
Hey good one Scruples, i'm going to keep this page. But the real answer is to have an higher antialias simple. Customize > Preferences > Viewports (tab) > Display Drivers > Configure Drivers. * Antialiasing Quality ... Enable Antialiased Lines in Wireframe Views. 2x sample 4x sample 8x sample
Top down and wireframe: Solid view from camera: I stole the idea of the further pier being with a platform from Huw_Dawson. I think it's an old bunker or some such, though the railing on top... Anyway, it doesn't seem central to the concept, so gets left to "when polishing up".
here's the final bake for the model, it's at 4k polys the low poly wireframe and the high poly model I'm unsure as to whether its better to have the textures on two 2k texture maps or one 4k texture map, they are on two 2k at the moment. Any thoughts or feedback on this would be helpful!