What will the drivers be like...? I kid, I kid, I know they will be shit. :p I am a little bit tired of all the "OMGAH MOER GIGAFLOPSSSS!" mentality everybody is going for. Whats the point in my 720 beinn able to crunch 10x more polygons if my characters all animate just as poorly as they do now? Whats the use in more…
Neglected posting here for a while but here is some of the progress on the BNI project and I'll also dump some wip stuff on a concept vehicle. I seem to have lost a lot of confidence in pushing past block-out stages lately, mostly from lack of real understanding of 'what to do next', just need more practice really, I have…
Hi there l3 ! Really cool work :) I agree with the concerns expressed above regarding the function of a courier - but since it's been covered already I won't add anything to the discussion. However I do have some questions regarding your modeling technique ! I absolutely love how you kept great tension in your shapes and…
Hey Guys, Thanks for posting! I should probably rewind a bit and give some back story on some of the design choices of the concept art itself. Here is some of the reference i am using for the model and the concept art. http://www.flickr.com/photos/27846893@N04/6547079087/in/photostream As you can see i am basing the style…
Well, everything will end up triangulated in a game engine anyway, I always triangulate realtime in-game models as I work anyway for the reasons you say (definining shape/smoothing with optimal number of polys). The only reason you might not want to triangulate a low-poly model completely is if you're giving the model for…
Taking the "you're only as good as your worst piece"-route, what I see right off the bat is that that tiling background and that 3d-rendered header-graphic are both absolutely terrible. Not a good start, and possibly a dealbreaker for someone in a hurry. Secondly, you should pander to whoever you're applying with. If…
http://www.gametrailers.com/umwatcher.php?id=905 I am sure everyone has seen this tech demonstration, which is a breakdown of the very first trailer of MGS4, but i'd just like to point out that this rendering technology that kojima is using is inferior to engines such as UE3 which use fully dynamic lighting etc etc ... You…
hi all, i just tried a modeling technique where you put supporting edges into your lowpoly, to apply one smoothinggroup afterwards..(not optimized the mesh afterwards though) then i applied tileable stone textures on them. but i'm not really statisfied..lighting is crap without shadows. @ topic: most of the time you will…
Thanks for the replies, I'm glad you like the layout. I'll switch the linked images sometime to larger ones. I would like to try some non realtime CGI which is why the bias isn't towards game art. Kevin, I'm doing good, I've done a lot of cycling, I made a webpage here http://www.frankiehobbins.com/bike/ of all the trips…
[ QUOTE ] Well, its natural that Vassago doesnt care how easy things are for the programmers. [/ QUOTE ] Nah, doesn't seem very natural to me really. As PaK says, making a videogame is teamwork. As anyone who's ever made one knows it requires very good cross discipline communication with, civility and respect for your…