A few of my friends said the web build ruins it when I tried to send it to them. But I can see theres some kind of lurking virus threat so ill just put it on web: http://dl.dropbox.com/u/51734341/Web/Web.html
Thanks Paul! Yeah, I had originally put the images together for a small bit on the companies site... As far as budget, the original environments were created for PS3 and x360 with a 100,000 poly count limit on Caesars Palace and anywhere from 50-75,000 polys for the non-casino environments. We never really got that high…
Yeah, still not really hitting the mark here man. The runes don't feel glowing or hot, the sword lacks any edge wear, there's no color variation on the metal and it definitely needs a spec map. I can tell you've done some revisions, but it's still lacking the extra push to make it an epic WoW sword. Have you looked up…
On my desktop rig (E8200 @ 3.8ghz, 6gb ram, and 8800gt 512) Mudbox 2010 crushes Zbrush in speed and polycount. Zbrush starts to chug at about 8-12 million polys while Mudbox doesn't even break a sweat at around 32 million.
Thanks a lot guys for the feedback, this will definitely help me. My idea is exactly what ZacD mentioned, using a combination of both, tiling and unique UVs. I'm not yet sure where I will draw the line, so which parts (size) will using unique textures and which will use tileable. At the moment I'm thinking about everything…
My Sci-Fi crate project as I've promised. I've modelled and rendered it in 3ds Max 2014, 586 tris low poly model. AO baked on diffuse, normal, glosiness and specular map. 512x512. Diffuse (AO baked) AO Normal Gloss Spec Any critique, tips and help much appreciated :)
Wow, I cannot believe it's been over a year since I last worked on this piece! In my defense, I started a new job working in VR, and then last month started working at a games studio so I have been busy... I've been heavily inspired after catching up on the series last night! Spent much of the time on my workflow and…