The color ID map is a bit more sensitive than the other maps, or rather, the color ID map usually contains elements that DDO does not like, such as transparency. As a rule the Color ID should always be a flattened png without transparency!
Armangelo - Thanks! Yeah you got it. I had to use a lot of mirroring for that one just for texture compression later down the road. The UVs were pretty much quartered around as much as possible to allow for more unique elements.
My vote is for the first one. http://i.imgur.com/DuyMEKi.jpg I am drawn to towards the lights like a moth. All the detail and accuracy of the scene is a huge benefit when trying to recreate it. And you have multiple views of the repeating elements.
Metal Gear Solid fan art. Putting my own design on Gray Fox the cyborg ninja. Close up, And more recently added some hud elements as if he's been caught on surveillance or about to be set upon by a Gecko.
scoobydoofus: only when lots of light affect it, if its just one (say sun for the clouds) it should be no problem to render in one pass wondering what would "render elements" when rendering such a particle return ? cool idea with the lights.
Great work so far, Vig has made some great points. My main problem is the graininess of the clothing textures, the primary elements should be the folds and shading, which in this case are a bit flattened out by the grainy texture overlay.
Actually, I have a book at work with these images in it Great design elements, imo. Looks like Halflife 2 (inner citadel, anyone?), Doom3 and even Lord of the Rings has taken some inspiration from those wacky Japanese
i find that a bit of modular building helps any environtment. Most elements get built in chunks and peiced together, then you can start giving each it's uniqueness, the more veriaty of peices the less needed to give it uniqueness later
Add some trim between floors, always nice for creating a varied siloette and a way to move textures around to make them less tiling. Plus you can add runny dirt to tie different elements together, texturewise.
Hello, My name is Jayson and I'm currently a 3D Game Art student LCAD. My class assignment this week is to post on a forum and get feedback on my WIP. The first image is my redesign the original reference; I did a few quick paint overs and kitbashed other elements to it to make it an entirely new concept. I'm currently in…