Unity is also doing such cool things, for example this: http://blogs.unity3d.com/2015/06/24/releasing-the-blacksmith/?utm_source=marketo&utm_medium=email&utm_campaign=unity_news_july_2015&mkt_tok=3RkMMJWWfF9wsRouuKTMZKXonjHpfsX86OktWKC1g4kz2EFye%2BLIHETpodcMRMthMq%2BTFAwTG5toziV8R7TFLs15ycYQWhTk
its good but theres a lot of details missing, for example all the neon in that photo is beautifully layered into concentric patterns, yours is very simple in comparison. With these added details it could be truly great.
It was probably a packed texture, like Snefer's example here http://wiki.polycount.com/TextureAtlas And it sounds like it had different reflection masks in each of the RGB channels... glossiness, reflectivity, roughness, etc.
oh, its absolutely still useful--especially for architecture, where you can't afford to waste any drawcalls.Best example I can think of right now for this are the Assassin's Creed games.
polycount and quality have nothing to do with each other. Perfect recent example. 400 tri characters and 128x128 maps PURE QUALITY! http://www.polycount.com/forum/showthread.php?t=94379
Did i make the model in a correct fashion. example would i be allowed to make a 3D gun from different parts like i did for this one ? Thanks for the feed back
I think it's looking pretty cool. Maybe by adding some side platting like in your example and maybe some definition in zbrush would get you feeling better about it.
I don't like the death animation, but maybe it's because of the repeating gif. For example the slabs could be blown apart spinning, and then the main body would fall down like it is doing now.
Really solid and fantastic portfolio. Your texturing work is especially good! the site itself is a damn near perfect example of how a games art portfolio should look. nicely done! :)
I dunno, I think she was named prosecutor exactly because she's a pretty young woman. Pretty simple PR, but judging by for example some of the posts here, it definitely worked.