If I were you, I'd drop the idea of doing highpolies and sculpting entirely for the next year at least. If you want to learn, start with lowpoly diffuse models (or 2D, whichever you prefer). I started off by doing 500 polygon tanks and although I never do vehicles anymore these days, I haven't regretted starting off with…
well I have a :AMD 3500+ 64bit slightly overclocked with a Geforce 6800GT and 1GB ram. The game runs at about 5-15 fps but most of the time its 5-10 fps. the graphics arent terrible...just not quite as next gen as I was hoping, the textures seem small and the colour choice a bit bland and theres no AA on anything. The…
I can't speak for anyone else but outside of Gears of War and Unreal 7 this looked more impressive then any other next-gen game that I have seen that is actually showing in game footage ...personaly I think it's very impressive that 3 guys can make a game demo like that. There are for example lots of pro artists at this…
First thing that catches my eye is that everything looks extremely low poly. There's really no need for anything to be that low poly if PC is the target platform. And this is your final project, right? Then I would really try to get some proper hero props in there. Make high polys, bake, give them unique textures. Show…
I'd say if you want to keep the details on your LP, then by all means 14k is not too bad for a weapon, especially if it's a portfolio piece as kick ass as this. Next gen weapons will likely be edging on this density if they don't use that much already. So i really wouldn't worry about it. Plus with the new updates to UDK…
pillar one is pretty much done for the high poly. Figured, with the power of current gen now, I've given the assets such as these a poly cap of 20k. The scene shouldn't be too full of things really anyway so this should allow more freedom in certain places. parts of this will be baked, other parts will be using geo for…
Awesome. You don't have to impress us with elaborate tutorials. We already realize that QUIXEL is AWESOME! Lets just meet up for a brief topic at a time. ID Maps, Importing and EXPORTING MAPS within other programs or GAME ENGINES, CONTROLLING LAYER STACKS for added detail such as dirt, DEALING with REALISM for NEXT GEN…
Looking pretty good, You just need to create more assets and some full environments if you want to be an environment artist. Your textures all seem pretty low res. If you're going with a next gen workflow I'd make the textures larger, at least for portfolio purposes. I wouldn't include this picture because it seems very…
Hmm I didn't really think of that, making a quad for each tile on the surface. That's an interesting idea. So in your opinion, modeling game architecture based on the Cryengine 3, which would be the lesser of 2 evils? The way I've been doing it with multi-materials and UVW Mapping tiling, or the quad-tiles? From what I…
@gibson543: Haha thanks! That may be in his future ;) Here's my first next-gen game ready model I've ever done. I finished this in November of 2010 and just now I've gotten permission to post it. I know there are a LOT of errors and proportional issues, etc. but I've learned a lot from making this model. Please note that…