these are nice and friendly, cool stuff.. i wonder what theyd look like if you put on a ffd and just gave them a bit of a cartoony angle, like wider at the top.. might be nice if it was subtle
Thanks for c&c, I made some change with centre barrel proportion. Some ffd box, ... I will try now to improve metal specular.:) Edit : A first test to improve specularity on metal parts.
Should be possible, I dont know Max very well but it sounds simple enough. You could also use a Lattice(maya)/FFD(c4d) to curve your floating geometry to match the curved surface.
wow yeah I just watched that promo trailer again and it does look like theres quite a bit of faffing about in menus. Still nice to see people trying new things in maya etc.
look more inspired (copied) from the work of Faf than from the original scene from the game. Would have been better to put your twist in it. reference : http://fafart.blogspot.ca/p/brawl_10.html
Thanks all. I did the low poly and have been baking the normal and displacement maps which required some faffing (technical term). Here's where he is with the DX11 shader in the maya viewport with tessellation.
I tried playing FF7 a year ago (never played it until then) I just couldn't get into it, I played for 2 hours and I was just "bleh" I don't see why this is a famous RPG.
how low poly do you intend to go? Here is a very old tutorial that goes through old school poly modeling a character: https://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php
What I would do is, model a blade of grass as high poly as you want, then use FFD or similar to create a whole bunch of variations and arrange them in front of a plane. Then bake out a texture from that.
I'm working on a FFT waves model for a water shader too... haven't really got to actually making shores but I was planning on doing it with vertex color masking, with the alpha controlling the parameters for the amplitude and frequency of the waves.