Nice work all. Here's something I want to turn into a set of ruins in a dense swamp/jungle-like environment, and I want to play around with normal maps on the lower rez representations... This was an art test I started on, but didn't get the job. It is now my personal project I'm just dabbling on... And I have also played…
[ QUOTE ] [ QUOTE ] I did a small test on this Quake3 model I'm doing for Warsow, to see how look with normal map. [/ QUOTE ] You sure that would fit in their cartoony art direction? [/ QUOTE ] http://www.warsow.net > look @ the 28/06/2005 news (bottom). "we're currently bringing w§w's design, mainly characters and…
A test to see if I can get an Art Nouveau style without fussing about with tons of difficult shaders. After all the talk, I almost dare not ask about polygon counts anymore, but it IS polycount.net after all. From what I understood, the only polygon count that matters is the amount of polygons being rendered. By that…
[ QUOTE ] hehe cheers, you draw the texture first then model it. In my case though I did the texture more in the style of concept art than an actual texture, and made it really wonky/loose. kind of liberating not to care about being neat.. dizzy that looks ace the mirrored neck crease looks a little odd imho (wheres the…
That came out looking pretty nice dude, pity you're not pimping most of the detail that was on the ceiling as well. A few crits: The candle flames could do with another plane to cross over to give it a bit more depth rather than being a singular plane. Its making the rest of the candle holder look really flat. The scale to…
[ QUOTE ] [ QUOTE ] Your Prince looks freakin sweat dude! Cant wait to see it finished. just finished this thing, its for an art test. Sorry its so big. [/ QUOTE ] Finish your lower levels before you even THINK of doing that 10 million poly noise skin detail man, its much more important that your forms read than having…