You mention the intention of placing this in-game. What kind of game were you thinking of? That would also help determine the level of details that you'll want to keep. If it's a FPS, you'd want most of the detail at the players level. So starting with the 2nd floor, you'd keep most of the detail on the parts that define…
Update: Wanted to get these images up, Ill have more tonight :) Still need to do : Re-place pipes around the scene, tinker with my vertex painting in the walls. Final Pass on main boiler texture I have a DVD (just got it a bit ago) thats taking me through the lighting process in UDK, so that will also be up soon! Overview…
id add some 2 more edge loops to the corners of the buildings so that you can make the shading rounded, also add at least 1 or two edge loops going across these so the corners are not straight vertically(they can end in the windows and doors for a nice clean mesh). no sure if im correct with saudi architechture, but houses…
[ QUOTE ] Nah it aint that Tom. We have it set up as a little Shrine to SouL. Nothing's been touched since the day he left. His little wacom pen lying there with his fingerprints still on on it. A crumpled can of mountain dew. The black card boards stickytaped as a makeshift roof for improved blackness. The crumpled up…
your demo looks cool to me man, nice stuff ;) Only thing is that you could blend your wireframes into the footage of each piece and not just a quick slideshow at the end. Regarding your current environment right here, i think that your logs don't need that vertex in the middle of a cylinder cap. also you could have 1-2…
Update time! Created some beams that can be used to disguise any bad intersections within my modular assets and it seems to work quite well! As well as some floor boards for any overhanging sections: And I've finally began working on the rooftop elements! By learning from my mistakes, I've created an two assets that piece…
As promised, some more shots with breakdowns. (image heavy!) I tried to optimize them as much as possible but if it feels too heavy let me know please. beauty shots from unity game mode zbrush sculpts unity standard legacy shader modified for tint mask support. (possible to quickly change roof colors) huge amount of…
IMO you have some small overspend in tiny details which could be used better on the curved roof to knock out the lumpy silhouette (radiator cap, or whatever it is, and the tiny nubbin thing.) Mirrors and lights, probably necessary, but can you prune then at all? Also the rear wheelarch could be slightly pruned I think. For…
@haba_haba - Thanks man. Strange I'm using the lightshaft feature in UDK but it doesnt seem to be showing up in the screenshots for some reason. I dont know whether its an angle thing but it looks fine when its running in UDK, I'll re-render the shots when I figure that one out. @Kbrom12 - I see what you mean but thats a…
Some awesome work here guys! Eleventh hour entry from me for Rise of the Tomb Raider (Started yesterday o_o)! Damn that was fun, unfortunately ran out of time to finish up properly, I wanted to clean up the foliage bits (messy as all hell right now) and the pagoda type thing on the roof is really rather primitive but I'm…