Great work on those tires man. I´m sure you could cut down tri´s by quite a bit on the back-tires by cleaning up the geometry as you go closer to the middle. If the Tumbler was ingame, and moving, reducing those inner segments by half would not be noticeable at all unless the player character would stop, turn and actually…
Hey guys, here's an environment I'm working on right now, it's taken me about two weeks to get to this point. I plan on doing the brickwalls, the building facades and start on a larger park square the next couple of days. Screenshot taken straight from the UDK Does anyone have any good tips for setting up some looping…
[ame]http://www.youtube.com/watch?v=NhH-dEc00zo[/ame] skinning my "dragon".. super happy with the leg :D looks solid as shit.. the wings, not as much. especially the part of the wing that connects with the body, obviously it collapses as a mofo when I rotate the wings back...haven't planned to do that all that much in…
Too be honest I thought I was doing it wrong the entire time I was modeling it. The topology of the central "box" body is terrible. I should have made it 2 different objects. I notice myself using swift loop, bend, connect(2 segments with a wide pinch), and shell. I would start off with simple primtives and I would always…
Newer model Audi TT-S Coupe? I'd add some more definition to the headlights, maybe add in another loop or poly (whatever you can get away with) at the back of the front wheelarch. Maybe another few verts round the taillight for a bit more shape. Curious car for a low-poly exercise; it's a very curvaceous car and…
skinned and rigged "my" lara from a couple of pages back yesterday.. started on a cartwheel animation before going to sleep.. got around to working a bit more on it today after valentines cake was had:poly142: (kinda feel I liked the shadowmapped feel of the motionbuilder realtime shadow rather than the raytraced feel,…
did two more animations on my lara character.. did the roll kinda one yesterday and the jump today.. also have the old cartwheel with a little improvement on the arms at the end.. the secondary motion is fairly lazy on all of them, but beliveable enough I figure :poly142: thinking of adding these animations to my upcoming…
Im building the mech above with a stupid amount of detail/parts/mesh/OH GOD THE MESH ;o. Im literally taking it down to the hydraulics and bearings, even parts that are barely visable/only visable on the most arkward angle. Ive modeled half way up its shin and its 10k+ quads without support loops + smoothing, and theres…
@ZacD: Everything you need to know is here: http://forums.sc2mapster.com/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/ Really not too complex, but keep in mind this tutorial doesn't get into the data editor. That's where the real headaches begin, luckily I haven't had to deal with it too…