Very true - My personal all time fav = Xcom1 1993. I still play the hell out of that game all the time.. The graphics and sound are outdated by phone-game standards, but I never get tired of blasting aliens. -N
hey man, you are totally cheating, you cant have my scene as reference and my reference for my scene as reference at the same time! You could cut out the middle man and just have the 1313 stuff, hahaha : D Anyway, i obviously love this style, so I hope you nail it! : D
When I'm pressing on any preset name, I've got this error: "line 1953: setAttr: No object matches name: Brick.color". I found that in line 1951 of the code material take a suffix to its name. I delete + ''_SG" and all works.
There's an unwritten rule somewhere that states the obligatory model required for one's portfolio is the Colt 1911. I think it's almost safe to say it is the standard 3D model many a game artist has cut his or her teeth on prior to landing a job. Something to aspire to.
I recently started using Maya more often instead of 3DS Max, my current project in Maya is a WW2 Colt 1911, I have just started creating the normals in Photoshop... (Screenshot of WIP below) any criticism would be helpful thanks!
Tessellation is so wasteful I doubt many games will use it beyond specific cases until a optimized version of it can be found. New shaders and lighting are what this generation are going to be about, not extra geo detail. Lighting and material definition are what make or break things. Look at 1313 demo, no tessellation,…
I don't know what they're talking about, I think it looks like the old school 1911's to me in terms of finish. The barrel needs rifling though, and I would add more wear marks to the edges. If you wanted to add to the G.I. look, give it the "idiot swipe" on the slide stop. Looking great so far!
don't know if you guys remeber this one)it's from Day of the Tentacle(1993.LucasArts) - one hellofahillarious game%) you should try it out some time... i don't now if its sketchy enough,but i was just messing around in photoshop,so I guess it'll do) cheers everyone,very nice concepts here
I would avoid trying to copy/reproject the UVs from the old model into the new model. Instead I would create a new optimal UV for the new model, then use Bake To Texture to convert the texture from the old model into the new model.…
29. First industry job @ Mythic for 5 years. Playing games since 1987 (SMB & Metroid on NES) Writing own games in BASIC on a 286 (1990) Hypercard games and graphics on mac (1993) Doom2/Warcraft 2 maps, gfx and the beggining of the end (1995+)