nooo everything is next gen, forever! (it's a new thing to me, i've been on the 'old' mental ray in maya for years and i'm in love with this new stuff) Another point about AO vs GI is in the smaller details, the cockpit panel in particular doesn't have that classic "look" from AO being too strong in the small areas.
Hehe, well the title maybe is more wishful thinking, But thank you for the advice i will do my best to clean it up and fix up the textures. The vision was that the weapon should be used in a FPS game (something like Skyrim), Right now the mesh is around 5k polys. What would a recommended poly count be for this gen of games?
I want to make game art, but I don't believe that should mean I ignore evidence of offline rendering being more powerful. It's like explaining to someone last gen why the Wii couldn't get PS3/360 games. Nobody was saying the art wasn't good enough. Everyone was saying it wasn't powerful enough.
Looks neat dude. I think right now his silhouette is a tad boring, and the poly count looks a little high in places for the shape. The bags on his waiste look like they won't deform well at all. Either they will have to stretch, or if they stay rigid it will look really odd. Good start on next-gen though!
I havent seen any books which actually deal with the next gen character and environment workflow of high poly to lowpoly and baking maps that seems so common these last few years. Ive looked in bookshops and on the net. Its a shame really, maybe its a big gap in the market for some lucky polycount author to fill.
TF2 is not any more hand painted than any other next gen asset. A lot of the old tutorial material is gone. Basically one good tip is to start with some nice baked lighting as a base. From there I usually smudge that around to get decent looking faked geo. Then layer stuff on top of that; colors, etc
Aren't those just a billboard? Planes are always facing the camera so all you need to do is paint a nice texture. :) Obviously you need an engine that supports billboard to test your trees. Be warned tho, that's a very last gen technique. Nowadays you see more and more proper modeled tree foliage.
what sucks is why innovate if you have no competition? I guess we can expect even more of the same for the next 5 years. And at such a critical point in time too. Just as companies are getting their next gen engines ready. After 5 years, if the license is no longer exclusive, other companies will be left way behind.
My portion is almost exclusively on Bodypaint and how I use it in conjunction with Max, for both old school painted textures, as well as next gen diffuse textures. However last time I had on hand a C4D expert from Maxon who could answer the more specific questions I didn't know about.
"bring people in that, as Iwata-san said, are either lapsed gamers or gamers that are intimidated by the complexity of the controller." Lapsed gamers? I've never heard that term, but I think it might describe me. I have to say that the Revolution is really the only next-gen console that has gotten me excited at all about…