I personally like the color pallet of the new version better. To me, it looks more realistic and natural. The yellow fog type of mood in your old version kind of reminds me of a last-gen Fallout game or something. I think the new version's lighting fits the setting better, even though it's a bit melancholy.
Thanks guys! nice :) thanks! Wow! SF fans opinion about my redesign is very interesting :) thanks! I sure show the texture when it'll be ready I can make texture process video but i don't think that texturing a next gen model will be something unusual for you all. I will do this later
I agree with BARDLER, you really can tell you have spread yourself too thinly over a larger environment, rather than a smaller, more managable scene. I think focusing on a nice area with a good compostion will help you pull this from a slightly-dated looking environment, to a current-gen quality one.
I asked around and I am being told most games don't use the strand method because it will compromise performance.Polygonal hair is a very time consuming to set up and doesn't work with long haired characters.Duplicating hair clumps is very repetitive,animating it is going to take time as well.Considering next gen…
Obviously there are many, many interesting packages out there, but if I were you I would get the following: * latest ZB Update, since you already use ZB * Quixel Suite, because it's the hot thing to use for texturing * since you're an env artist it can't hurt to look into PBR and a Gen 4 engine: UE4
Damn nice detail. The high poly looks great but if you're going for a game rez asset why so much effort into every single part? You won't be able to take all the details you're modeling and translate it to a next gen weapon. As cool as it is all this effort is too much if your plan is to make a game asset.
Wow this thread is kinda cool... Just to soften the crits, I love your stuffs! Maybe they are kinda "last gen" but perhaps they work for mobile? Just my thoughts. And yeah texture breakdown is a terrible choice if you watch it again... i made the same mistake too. Why put stills when you are doing a video?
Move that sword up higher - it's a really strong piece. In my opinion should definitely be one of the 1st 5 images you see. It should definitely be above the Dumpster, and the 2D concept. While it's not "current gen" it shows you have painting skills. It's also more of a prop, which works if you are advertising yourself as…
Chris, your lighting isn't coming through because your textures are too saturated and dark. Check out this part of the UDK Documentation about light mass and effective diffuse maps for lighting. Lightmass - Diffuse Textures I think the problem with your maps might be that you're thinking a little too much PS2 gen graphics.
Thanks :) Might look over the metal if I can find the time for it. Time is really starting to feel sparse... Went over the tank and softened the bevels on some areas, thanks for the feedback. Btw, does anyone know how many polies that are used for a next-gen tank? Was thinking of going between 30- 40 000. Is that to much?