So, it took me a while to update this because i had to actually unwrap a 150k poly floating island with the most poly confusing cave system, unwrapping this was a circle of hell i tried to avoid but now its done and it has temporary textures on. also tweaked the lighting ever so slightly, anyways i think it really adds…
Hello again, here's another image dump update on the long road to finishing this thing as I start to include some of the feedback. I went ahead and painted a new cobble texture to replace the stone wall texture that was originally being reused for the road, keeping it within the same color palette but some more cobbly…
Thanks for taking the time to elaborate, Pior. I do actually spend a lot fo time researching architecture, because that's really what I like modeling best. I own quite a few Francis K. Ching books, and tons of monographs on diverse topics such as victorian, gothic or east asian architecture. So I guess I am on the right…
One of the main things that stuck out to me was there seems to be a very low image resolution on some of your images, most notably the Epic Mickey screenshots. I think it really detracts from the presentation of the whole thing. I really like most of the work on there, reminds a little of some of the stuff I've done. :)…
I did some *research* (I am using stars because I am not entirely sure its the right word) and I have thought of that plenty of times! the blocks are from a past project I did a year ago on unity, for a UNI Assignment and I am planning to re-start on UDK as its a project that was very close to me, in a class I loved doing…
hey, real nice work! got a few questions for you did you ever finish up and post a version of the first scene in this sb? it looked real nice and I liked the prop sets alot secondly, are the bits on that drone interchangeable/modular? so it could be spliced/frankensteined together to make variations? Just curious - I know…
I like the scene here, however a few suggestions that may offer to build the scene a bit. 1. Some taller grass to accentuate the rocky regions would be a great way to blend your vertex transitions, I feel the sand could be pushed a lot more as far as tileable normals go, etc. Possibly some decals to break that up. 2. Some…
It might be easier to answer your question if you post an image of what you want to model. I think this video series might help you. https://www.youtube.com/watch?v=APZ2kZ3OF1E If you want to make something like this. https://www.artstation.com/artwork/rkL5G I find out I want to tile. I determine what I need to make for…
Honestly speaking your question gives you zero useful information. Beginner's obession with speed is something that disappears with experience. Once you reach the demanded average quality level you won't be thinking that way and you will probably be as fast as required. What can be accomlished within a day is completely…
I really don't understand why its ok to put games up on kickstarter without gameplay, surely from all the years we've had the mod scene around its dawned on you people just how easy it is to write up a design document with the usual list of buzzwords? Hell, the modscene will actually put up more fucking work and…