Just a quick post on my progress so far. I have my normal map done still needs some clean up so if you see anything wrong I might already know but point out if you want :) . Low Poly Bake: WireFrame
I managed to get a few more things done this week, all the weapons are now finalized and ready to get put in the game and I'm not working on the pick up, and mocking some stuff up in a wireframing tool for the interface. Comments and Crits welcome! Hope to have more next Friday.
And I've always thought that Cinema 4D snap to grid was bad. Have you tried to snap it to a Plane subdivided to the size you need? I think it's possible to set a mesh to be not selectable but visible in wireframe mode, so that you can use it as a guide and enable Edge or Vertex snap.
Interested in the 3D modeling package you used to make these. It doesn't look like Maya or Max was used. More info on how you did this would be awesome. Wireframes on some of the environments if you have the time. The girl reminds me of Alyx from Half Life. And that's a good thing.
Its hard to see things clearly in these renders ditch the reflective material, get some viewport shots including wireframes, and if you absolutely need to render for some reason, change the background to something lighter by selecting your renderable camera in the outliner and changing the environment color in the atribute…
I think it looks very good overall! I would suggest working on the wireframe a bit for the body of the guitar and the head(I think it's called that). The body looks like a bunch of really long, stretched triangles in the front. Pretty much everything else looks really good to me!
sweet thx :D so here are a few of the assets for the sewer stage of the level these i can build most of the first part. if you look at the udk blockout this is the same area as the first screenshot oh and please excuse the mess of the wireframe screenshot i haven't cleaned it yet :P
Hey good one Scruples, i'm going to keep this page. But the real answer is to have an higher antialias simple. Customize > Preferences > Viewports (tab) > Display Drivers > Configure Drivers. * Antialiasing Quality ... Enable Antialiased Lines in Wireframe Views. 2x sample 4x sample 8x sample
Here are both meshes with their wireframes and UV snap shots. I forgot that I was supposed to unwrap them both onto a single UV set, and remembered after I had already started texturing. Oops. I'm still working on the texture, but I wanted to drop another update.
Here are some images of a highpoly Toolbox. These are the references I used to create this highpoly toolbox. My aim is to produce at least two different tool boxes. One small with an handle, and one medium/large with extra storage and wheels fitted at the bottom. Here is an image of my lowpoly in wireframes.