Here are some new recent pics.. We still have yet to work some more on this, but hopefully we will get some time in the future to get together again and continue to build on what we have.
Thank you so much for that tutorial Brad - I will post more work up here as I continue and try to provide some of the references I am using. Thanks a lot once again for the tutorial
Continually awesome work. Thanks again and again. Can we get a control for the specular highlight spread? A slider would be fine for me, but I'm sure some people would like a map input, too.
[ QUOTE ] Still didn't get to see what happens though, just some hieroglyphics. [/ QUOTE ] And a lot of noise, like a rocket beginning to launch. It is a countdown. And the blast doors. At this point, I'd continue pressing that button.
Thank you Kozmonaut & se7ered. I did rush to the scars and thanks for pointing out the wrinkles on the forehead. Im going to be working on this guy like crazy starting tomorrow so i'll continue to post with the changes.
[ QUOTE ] you do have some wasted polys. easy ones to see are at the front of the intake and continueing over the hull. They add no detail. [/ QUOTE ] They preserve vertex shading, which is just as important in most cases.
Aw man, I was slightly disappointed with Bender's Big Score, haven't seen this one yet, but had hopes it was going to be better. I'll go by Adam's Booze Fuelled report and continue with my unaccounted for optimism!
We continue our upgrade process. This week we can show a friendly dog companion for your journey through the wasteland... Wait. This one is not so friendly. Keep as far as you can from this creature! Run before it calls its pack!
Looks like we can still look forward to a new game (and lets hope its not going the Duke route): http://www.rockpapershotgun.com/2012/01/12/work-s-t-a-l-k-e-r-on-2-reportedly-continuing/
Hello! I'm trying to learn how to 3d, and I would appreciate any critique and/or feedback. Will continue to update thread, but might eventually add stuff besides buildings. 3626 tris, 512x512 texture (the window frames take up pretty mcuh of the total polycount).