thanks for the comment on Maria 2205, KP -- oldskool pro is just fine by me. your nippo-steampunk scene is incredible -- so meticulous. surface finish contrasts are schweet. nitpicking: differing height of the stairway & foreground railings seems slightly out of kilter. i like the way it breaks up the linearity of that…
I've learned so much about topnotch modeling on this board, figgered it's time to try out a few new (to me anyway) techniques like edge-aware modeling. model is one day's work in Maya 5 PLE (hence the no-AA renders) faster than I've ever modeled. Target is 3000 polys with a max of 3500, will be rigged for use in…
Deathtrip, that's cool. I built the exact same model(R34?) a couple of years ago. I think you need to sharpen up the front bumper a bit and flare out the quarter panels over the wheels. The top edge on the front bumper needs another edge right below it to stop the shading from traveling all the way down. It's kinda like…
some recent coding work (art by friend) as preparation for the reflection effects sun parameters for our level editor. the shadowbaker also does ambi occlusion and has lots of parameters to tweak, screenshots are taken with no value tweaking, that will come once the level is more finalized. texture sampling on the shadow…
square textures are not must-haves for PC and most current consoles. That engines rescale them, is also not true for all. However some consoles, especially the ones with little "power", will need square textures. I don't know which so, but I heard the ps1 definetely had that limitation. So normally this square stuff fully…
[ QUOTE ] Quote: Finished my first UT3 Map DM-Daikyu Davison, how long did this take? I'm wanting to do a handful of UE3 maps for my portfolio when I've got time (Read; uni over) but I'm unsure how many to realistically aim for. And, did you make all the assets? Sorry if this comes off as rude, I'm just unfamiliar with all…