So I went back to the drawing board on some new heads, to try and find a decent base scale/shape etc, after some of the previous comments. This is where I'm at so far:
Working on a platformer on Unity, normally the game runs in a landscape resolution, just did this for screenshot purposes. I might make a thread showing individual assets etc in more detail at some point.
@Endzeit too clean gets some dirt into those crevices, and also up the edges a bit in the specular. also more colour like some green from moss growing into the cracks etc.
Texturing progress on my low poly hero character. Still have some things to add, tweak, etc but should be done soon. Crits welcome of course. Unlit textures in maya viewport for now.
Quick modular/instancing/etc scene for a quick in-game render. 4 trees, 1 rock, and a few textures. 100 fps (~9.9ms/frame) on my old laptop, quite happy with the results. Crits anyone?
Kustodiev: found this script for maya in a previous thread, http://www.polycount.com/forum/showthread.php?t=88457&highlight=maya+curved+surface I'm sure someone could point you to a similar feature for max/modo. etc.
Here is something im working on atm, hes called Oswald and is the main character to a student game we made. These are just the raw textures, no spec map yet and no fancy lighting etc. any crits would be great :)
Starting to get closer to the feeling I'm going after with the lighting, and yay, I learned particle effects in CryEngine! Dust! Cockroaches! Lol.. Also, adjusted some props to absorb light better, adjusted composition, etc.. the reference...
Congrats everyone, really nice art around here. Sorry for the slow updates, the year is ending and the office work is growing and growing. Anyway, small updates on the engine, tricky stuff, there is a lot of shapes, nuts and bolts, pipes, etc.
Today is a big day! My brother is making a great job with the programming, we got a lot of new stuff like lens flares, new behaviors for the enemies, game modes, final boss, etc. And... we got the final boxart!