Good block out start. I want to encourage you to take a look into medium poly modeling approaches if you haven't already. In retrospect now, their design for the character is starkly simple, and I think you have a little more room to add smaller details like they did for the Bioshock 2 protagonist.
thx guys, really appreciate it. well there is actually ao map underlying the whole thing. maybe I add on at the top for more gradient shades. so added ao and did some darkening on the wood gaps to make it more distinct ingame and reduce noise. shot is not scaled so its real res.
Thanks guys! Well this job is done for now, but I did some bigger ships, I haven't set up those renders yet but I'll add them here later. Here you have a few wireframes, most of these fighters were around 10k tris. with 1 set of 2048 textures.
Hey guys, did a quick render in marmoset 2 of the tree. Going to be using vertex paint in UDK to add more variation to the surface eventually i.e. moss, damp etc. Think I'm gonna leave this one alone for now though and concentrate on the other parts of the scene. Crits welcome though, as always :)
These look pretty great. I did a city modular set recently for a class project myself. Only thing I would add would be some more pillar/wall elevation type pieces for less flat buildings. Are you selling the set as the building already pieced together, or as the individual modular pieces??
Thanks for the comments, I'll add that stuff to the environment captions, good suggestion. At my old job I was a generalist, so I sorta did some of everything, though it usually fell to environments. I really enjoy working on characters though, so I've been focusing on them for my personal projects.
If you want accurate reflections the best way is to go with blend materials as final_fight mentioned above. But you can pretty much rely on specular and glossiness maps that are created by ddo. Here is the test I did recently. All vray materials are default. Only exception is specular map-done with falloff map.
That's insane! He's not adding edge loops to everything. What did he mean by "Double Smooth" Oh does he mean: 1st Turbosmooth- Tick smooth by group. Then seperate sections into groups. To give you a general nice smoothing 2nd Turbosmooth - Add extra edge loops if needed to define further
This scene is going to town!, just awsome :) No real critiscism except for the orange light on top of the thing, can't really read where thats coming from. by the way did you add those glow pieces around the white lights trough an alpha mapped plane? Or is it just a litle bit of PS magic:)?
It really catches my interest I kinda like how you filmed it old style. I think you should show more of the environment in seperate peices. with their wires and textures. like how you did the tank. just add those after the 360 of the tank or whatever. if you built the environment that is :)