I got a good laugh at the Hadrian's Wall comment. You're probably right about that. But aye, sorry for hijacking your thread Kman. I checked out the initial link you posted last night too, I didnt know that Lost in Translation was spoofing Connery's Whisky add in Japan, that was funny to find.
Even Crysis ran faster on my slow machine than AoC initially did, both on lowest settings, which is quite a feat. But they improved that now with some patch and it runs ok'ish. They must have made some weird decisions when it comes to asset size limits and optimizations to get up to a 32gb Install.
Hey! As it seems quite a few people are, this is the first time I've decided to take part in a competition. I'm really looking forward to it and at seeing all the fantastic work you produce. This is my initial blockout to try and get the right shape and proportions, as you can see I've decided to go with the hard surface…
OBSG Game Update ANIMATION Been making a bunch of animations for the first person player character. I have made a attack, idle, run, equip and unequipped for fists and a sword. The sword attack still needs work, might raise the side swipe to the middle and the initial strike feels off. These are both attack animations
Cheers Adam. Ok so, here's the initial blockout in unreal with some temp lighting. We're going for something quite gothic with a mix of industrial, all while keeping it looking over-the-top-worship-this-guy and stuff. Lots of piping and cables and stuff to go in yet, and a proper look at assets and materials to come soon.
Good stuff. Here is the initial bake that I'll use to power the diffuse. Final product will be diffuse only so I'll use the AO, cavity, prt-P, prt-N, and bent normals as a base for value. I may go back in Zbrush and block out some basic colors from polygroups for masks.
I have the initial block out for the ground although I'm not sure if I'm happy with it. Imported into UDK to see how it would look. This works fine if I still try and model to camera. Had to adjust the FOV in UDK for this however. Going to have another go at this from more of a map layout i think.
This is the initial truck illustration for the main title menu. The blue truck at the top of the image is the actual vector file that will overlay on the title menu. The red truck on the lower left is the photographic reference, used to basically trace the larger shapes. To the lower right is the Illustrator wireframe of…
No, it's all 3dsmax, I don't know how to use zbrush (yet!!). It's just a bunch of intersecting sphere primitives with a noise modifier along each strip to give it some variation. It got pretty resource intensive and doubled my filesize... Probably because I gave the initial spheres too many sides. :I
The initial mesh work presented in UDK is solid. However, the update with the tiling metal is something that would be used on a detail level (close up). Get soem real details for this huge main piece. A normal tile with a few extra edges can go a long way. Also be aware that the original concept is a giant toilet.