Hi, first humble post here. I work on medieval cities. Josselin (FR) XVIth century. A simple street. ONly diffuse, render in max with a sun system, that's all.
We're going to France in a few days so I decided to get this out of my system in a weekend doodle project... Modo for base mesh: ZBrush for hardcore RAWR details and such:
Working on some props, probably going to try to use them as part of a larger scene to test Unity's shader system. Until then, here's a quick viewport grab of the AO and normal maps.
First time making some particle systems from scratch. Three effects, fire, a portal and bubbly steam. All materials used are stock UDK. http://www.youtube.com/watch?feature=player_embedded&v=2YwmcQQLjKE
I've added another post to my portfolio It's an actions system for photoshop that I've developed to speed up texturing and to automate some stuff. Its currently used by 13/20 classmates here at The Game Assembly, and has been greatly appreciated. It's definitely not rocket science, so whoever feels inspired could easily…
Dunno if you're on PC or Mac, but if PC - I'm using this program - it's similar to the old event system of click'n'play,TheGamesFactory or MultiMedia Fusion - and exports to phonegap etc if you want to make android/facebook games also. http://www.scirra.com/ There are more in the way of shaders and fancy stuff around the…
Joshflighter Kot_Leopold Thanks a lot! :D LRoy, almost everything except body biggest armor plate ( actually i decided to retopology that because it is very planar but than I converted that to dynamesh and resculpted it.) also I modeled those hands chain system purely in 3ds max. the other parts were done inside Zbrush.
havent posted in awhile guys been busy workin on this island project for Miami. More to come soon. Rendered in Mental Ray and got aerial from Google Earth Water is an Arch and Design shader with a mix of aerial and water shading Using DayLight System. Ps this is not straight some color correction done in PS This is shot is…
The colours work well, the only thing that stands out is the sharp line on the grass - is it a technical thing, or could you add smaller blades to roughen it up a bit? Am working on a 2d game myself again having abandoned for a while, due to the event system getting far too complicated, so have returned with a fresh head…
I was inspired by a scene from Tangled with lots of chinese lanterns, and It's let to me learning Cascade in UDK! [ame="http://www.youtube.com/watch?v=I3RTVq4Gihk&hd=1"]Project Lanterns v0.4 - YouTube[/ame] Still a fair way to go, but nearly all of the big systems are in place. Should be thread worthy soon! Edit: Here are…