Decided I liked this concept I tagged in the the concept tag thread enough to model. I Started with her Gun-pike, and kept it pretty close to concept, including some of the more wonky and unrealistic aspects of it's shape and functionality.
Working on some planet textures. The game engine is circa 2004, so we can't do anything fancy like EVE Online has done with their awesome planets. Clouds don't move, even. :( Lots of nasty DXT compression on the clouds, but it won't be facing the mission waypoint node in the final version, so it'll be better. I actually…
Absolutely. And any other weird creature you can think of. A great design will always have so basis in reality, including things like making sure it balances. Otherwise it looks wrong to the audience, who can tell something is off.
MoP, do you ever include any kind of mesh in your render scenes which mimics a person holding a camera? I think it would holistically affect the lighting (let alone reflections) and make it look more realistic, but people don't often do it.
After some searching around I'm getting numbers between 25k and 80k. Granted the dude saying he had 80k tris was talking about everything including the interior, inside of the trunk, detachable bumpers etc. Maybe split the difference and go for something around 53k?
A few weeks into a University assignment, alpha presentation is in 3 weeks which needs to include all the elements that'll be in the final, so fleshing out more geometry at the moment. Trees are placeholder till' I speedtree it up. And the stair assets I've been working on via the weekend,
That beach is looking really nice ParoXum, hah fancy seeing you here :P (small world I guess) My bloke is now done as far as I'm concerned, Finished all texture work, including bump maps, fixed some edge flow problems, still needs a name tho
Update: Part 2 includes a collage image of the Tier 3 WIP. It's coming along nicely I think. Tier 4 will be a bit overkill but that's what I'm planning on once I get Tier 3 finished. I don't want to say too much about it, it's that fun! Full Image: http://cahemdue.net/images/TF2StyleSentries_WipTier3_1.png
fabio thats awesome, would be cool to see a bigger pic. heres what Ive just started, young cable, using a new workflow 3dcoat voxel->autoretopo = basemesh then I mudbox it then 3dcoat->autoretopo and retopo room to finish. Seems to work really fast so far. Made this head from scratch including basemesh in about 2 hours
@ Endzeit : the polycount of a weapon depend the way you can see it. If the weapon is for a first perso game, it must have the same polycount as a main character (including the hands) If it is for a third person view or if it is only a props the polycont must be decrease, it must have the same polycount as a an other…