So i started boxing out the house to get a feel for it. This screen is a few hours old so the house will be plus 32 units in width. The window and door module is 12*12, the top is 2*12 and the base 2*12 (which I just realized doesn't add up). I've also started to plan the textures. The texel density is 64px/unit. This is…
As i did this in some german forums i thought i could do this here to, a thread of me looking back on my past work, starting with my early freelancerworks from 2007 till now, what i'm allowed to show of course ^^ Thought it would be better in pimping and previews then in sketchbooks, even though having a personal showroom…
As part of my personal development, I have been working on my player character for the Lostmonster project, the main character. I recently updated the initial concept I had for this character. We conducted a test to evaluate how well the topology performed, and we are very pleased with the results from the start.…
Thanks for the in-depth response! You've just given me a lot of new terms to google. In terms of my texture sizes, the tiling grass and dirt textures in the last post (and the end-goal) is 512 each, and probably 512 for the mask as well. I'm basing my game on the similar concept of the Zelda Links Awakening switch remake…
Vehicles --Rec. Max Polys --1P Cockpit Class 0, i.e. Buggies and civilian vehicles --4000 incl. integrated Kit parts in the mesh --Integrated with original mesh & texture Class 1, i.e. Hummer or Attack Heli. Airplane --5500 incl. integrated Kit parts in the mesh --1000 (Vehicles with entire interior could use up to 2000,…
Ok guys I've been looking through this site for a while now and I have finally decided to bite the bullet and post some of my work here. Some of the stuff produced on this site completely blows my mind so I think it is probably the ideal place to learn more about my models. I am currently studying games art at university.…
My game is going to take place in a mechanized alien world. Nothing about it looks human. Think a more colorful version of the borg cube for style with lots of tubes as accents to the level. I don't want to give too many gameplay details due to being afraid of the idea being stolen, but it will mostly be a round based…
Hi everyone, I finally decided to post some WIPs of a Ghost In The Shell fan art I started a long time ago. The design I chose for it isfrom Stand Alone Complex 2nd G.I.G. This work has several purposes : the first is obviously for training and the second is to try some software and various techniques I can't try at work.…
Viktor Antonov, the visionary artist and designer whose work shaped the worlds of Half-Life 2 and Dishonored has sadly passed away. He inspired generations of creators, as the lead writer for Valve and the mastermind behind the hauntingly beautiful dystopia of City 17, Antonov’s influence on gaming, art, and culture is…
With tiling textures, you still keep your shell within the 0 to 1 space because the texture tiles. There's no need to go outside, it'll just be the same texture. Tiling just means repeating in a direction. Tiling textures repeat in U and V directions. Trim textures usually repeat in one direction, either U or V or Harry…