I think the "cleanest" games will be in the realms of stylized art now. They would look worse with dense assets, so continuing to make low poly models and baking will still be part of the aesthetics of those games. And you'll be free to do it like before, for "clean" stuff. But that's a not-so-big part of games, for the…
Progress Update 06: Sorry for the late update - I was ill yesterday, and sitting at a PC was the last thing I needed. Anyway, I'm fine today and I've got another update. It's nothing too fancy, just confirming that I've done what I mentioned in the last post, and I've done a few extra things on my list too :) . First of…
Finally working on the materials for the scene. I decided To use the foliage paint brush in unreal to create the wall ivy.instead of placing it all by hand. I modeled in the doors and windows. and also placed the geometry for the water spouts and the the palm tree leaves cards. I added the trims to the bottoms of the…
With curated content you get to pack your entire budget into what you know the player will be looking at. It is a much tighter scope and allows you to pack all of the tricks into that specific scene. You can imply a lot of detail outside of the playable area because players will never get there during that session. You…
So I ended up just making a new arm from zspheres, using the original transparent one as a reference. This time I just made an effort to make more sharp angles and trim the ends down a bit. Didn't take very long and was pretty easy. I guess if you want to careful detail, you can't avoid all tedium. Technical note: If when…
Hey Guys, Thanks so much for the kind words, it really means a lot to me that you guys like this stuff. It makes me want to push even harder now. To address the text issue... i agree with it being a little difficult to read. I went through 4 iterations of the demo reel before i finalized this one, and each time the…
Really like seeing you having fun with exploring all the different designs and ideas. Looking over your last images I thought about mainly four critique points: You rarely see absolutely black colors in reality and I noticed you're often using the 90%-100% black pallet. It's super cool for giving contrast, sure, but the…
She looks too heavy for the concept art to me. The concept character is waiflike and your girl looks no stranger to a good solid meal. Partly the trousers aren't helping as they are clearly meant to have volume but right now just look like beefy tubes. Once you sculpted into them in ZB or Mudbox, I would consider adding…
1) could be more expensive because it has a more complex material and deals with opacity. Alpha test (opaque or not, yes/no), will render faster than alpha sort (partial transparency) but I think both will render slower than a regular material without opacity masking. 2-3) Really depend on a lot of factors. What kind of…
Only the bottom half? haha I guess that confirms it, the tree sucks. Texture Sheets / Wires here How I did the Tree I made the basic shape of the tree with zSpheres (image here), made the adaptive skin and then sculpted more shape into it (sculpt image here), I then sculpted it further with the intention of baking detail…