@Barnstable Thanks again dude! :) Yea the one with eye is the normal vision, the one with big plate at the end is a night vision (it'll be the place of the IR light, gonna have glowing red light there..lol), and the long one is a thermal vision. But after I put it side by side with the nurse the weapon looks damn small,…
Hey guys, some final shots for the railbike and its assets. I'll do the shots for the aviator sofa at a later date. The final results of these aren't exactly my cup of tea. However, I learned a lot from this project. Still need a lot to learn about texturing though. And also modeling. Especially hard-surface, as they are…
I think there are scenarios where having GI is really important and other stuff (like pre-baking) isn't good enough. Example, a game using a flashlight to navigate a dark building at night. You need GI to simulate the light from the flashlight bouncing all across the room. If you pre-bake this, it would look silly (since…
Cool stuff, really liking the sculpts and layout overall! The one thing I'd might focus on is bringing in a little bit more varation or passes on the materials for some of the objects, especially the stone walls and floor. Currently it kind of looks like a matcap versus a fully textured material, so I'd probably try and…
Sooo, back to this. Working on the fairing at the mo trying to get the shapes right. Pretty much there I think, but will probably take another look tomorrow with fresh eyes. This is about it for the high poly, as most of the rest of the parts is a waste of time doing in subD, as they are too small to notice ingame. I might…
Welcome to Polycount juala. I like your scene :) It's sort of soothing in a way, must be all the blue. This is just a thought so feel free to ignore it, but I wonder what it would look like if you knocked out those blue panels in the ceiling and instead had beams of moonlight streaming in though the frame onto the floor at…
1) So much of that depends on the design of the game, the hardware its running on the engine you're using and how important those particular pieces are to that particular scene. Most games don't let you go inside every room of every floor of every building and if they do let you in, it is usually limited to a fairly small…
Hi everyone, we are looking for someone who can help us bring our game to players and shape how the project is presented and communicated. We are currently working on a mobile arcade game called Gary Getman. The core gameplay and direction are already defined — we are not redesigning the game. What we are looking for is…
Well I got it my problem sorted out. Here's the result in the engine. The edited normals really help the shading of the non-light-facing branch-planes. Here's an example of non-edited (left) vs. edited normals (right). And here's what the normals look like in 3ds Max. I rotated most of the normals to point out and up, but…