I guess it all depends on how it's gonna be seen in game. If the player will only see this from the ground focus your detail on the gates, wood trunks and obviously terrain and foliage. If the player can, however, walk on that bridge up there effort on the roof is justified as it could be seen up close. But I second…
This model is meant to be for first person. I've tried to make optimizations in the geo and texture resolution so that parts closer to the player and are more visible have priority. @Racer445 I'll work on widening the magazine bevels, but do you think the grip really needs to be more round? I figured a players hand would…
past growth isn't necessarily an indicator for future growth. Artistic growth is not linear. For all you know, the pieces you see in a folio could represent the peak of a candidate's ability. Pushing yourself artistically, and showing interest in new tools is expected. If you don't do this, you'll be out of a job sooner or…
We're aiming for 3D simplistic stylization - low-poly models with flat colors, dictated by a single master color palette. This is because players have the option to make over 500k iterations of these models, we're working with voxel terrain, and we need to hit the Rift's 76 fps requirement. Here are some examples: Gameplay…
Well, when it's that level of detail, yeah. I made every effort on Champions to have little details like that around to add some life to scenes. That video just showed roomfulls of clutter instead of finesse, at least to me. Just my opinion on it. I know with the first one I definitely felt some envy towards PC players due…
Bean wars A battleground type of game where players have to try to destroy another's castle on top of a beanstalk. There were many player types in this game Beamer- dude with lasers Gardener-fellows who plant barbs and hazards of that nature around the beanstalk Gorilla Mechanics- Giant humanoid gorillas who can…
I would just decimate some more, keeping in mind that you really only need enough to define the protruding edges that the player will see. All the recessed detail doesn't matter for squat, since no one will be able to tell it's there, beyond some really minor parallax. Also if this was for a level in a real shipping game,…
Looking awesome and I love the detail you put into the character equipment. One critique, the silhouettes of the different classes are very similar. If this is going to be some Multiplayer game you want players to be able to recognize classes from a distance. Having the character models with very different solhouettes…
Pretty much what's been said, you definitely want more segments on cylindrical objects facing the player. With first person weapons now you really shouldn't see obvious segments on rounded objects that face the player. There's a hard edge running along the top of the stock that could benefit from a bevel as it's pretty…
These are the first screenshots of the designed game. The builder brush was used to create the building geometry and floor. The team wanted to create a small level (time restraint) which had a good flow for exploration. We didnt want the player to be able to see all the level at the same time. We added a corridor where…