@ Cojax Sadly, there are not much Custom Chars to choose from yet Where are all the Polycount UT3 Chars? I hope some of the DW3 entries will make it in the game. Btw, my mice custom char is used as a monster in this mod: http://utforums.epicgames.com/showthread.php?t=590438
I really love your model thomasp ! Here is an in-game screen of the 3D model of the concept here. In-game render made on the Unreal Engine 3 with Unreal Tournament 3 (The background is an UT3 map: Islander). Polycount: ~3600 Tri. Textures: 2048²*(Diffuse+Specular+Emissive)
hi polycounters :) i never posted any of my work here before so i thought i would start by posting something here. i made this recently for comicon challenge (missed deadline due to work though) 6942 tri - 2k color,normal.spec,glow,alpha (character + weapon) more images at my site.
Hey all, new here to polycount but I have been lurking for a while. I've been wanting to post my wips on here for a while now and today I'm actually going to do it. First off here is my first piece, a futuristic storage capsule inspired by Quake Wars: I'm looking for some honest feedback so please be brutal, thanks :icon60:
It is about time I built a real normal mapped piece. I'm trying to broaden my abilities to more than just level design. Any beginners tips I wouldn't have already picked up here on polycount? There are some very rough normal map areas due mostly to my lazyness in unwrapping. I wanted to figure out some sort of workflow…
does what it says on the tin, but could use some clues that it's been out in the weather, sat on, defaced, carved on by kids etc I would'nt have modelled those circles on the side btw can't tell at all they're 3d and not texture. polycount seems a little excessive for what the object does edit: it does have a decent look…
Saw a few of these kicking around here as art tests with a 4 hour limit. I figured it'd make a nice project for the evening while trying to stick to the guidelines of the art test. Don't have the actual concept so I've been modeling off the other meshes I've seen. 3.5 hours later... (45min high poly, 45min low + UV, 2hr…
Been working on this school project, was having some fun with it so I'll post some progress. Nothing to fancy for this, no true polycount set just yet, just kinda going with the flow and having fun doing so. This will just have a diffuse and spec, and then I think the plan is to export the character (using unreal rig) into…
@Flying Monk: Coming along, dude. You might want to give her some more pronounced knees and calves, though. They look oddly straight at the mo. @Driller: That's some tasty work :D Could you show some before/after comparison grabs? I'd be interested to see how much of it is AE. Modeling, unwrapping and baking is finally…
Ugh...very busy with non-3D projects recently. Still looking for employment, primarily. Thankfully enough, I have found the time to work on my Flash 3D model viewer. Here's the current progress. And here's a link to a functional example. Click Here For Example I finally have my own webhosting now, as well. So no worries on…