Looking good! Not sure what engine you are using, but you might try a dirt or decal pass to help hide some of the tiling. If you are doing this in UDK you could do some vertex painting to help with this as well.
Cross posting from my thread! Got the Pneumo tube into the scene, worked up the textures somewhat and filled the bottom of the pipe with mail. I also worked on the moving refraction on the glass using Cry-engines waterfall shader.
Congrats everyone, really nice art around here. Sorry for the slow updates, the year is ending and the office work is growing and growing. Anyway, small updates on the engine, tricky stuff, there is a lot of shapes, nuts and bolts, pipes, etc.
Nothing too exciting, learning some destruction techniques in Max. Eventually want to do something similar in an engine. [ame="http://www.youtube.com/watch?v=q_50kxzO-UM&"]Destruction Test 01 Physx Simulation - YouTube[/ame]
Not the most original, but this is what I've been working on lately; currently just high res time-flux engine and cv-curve cage. This is my first car/true hard surface model, so I'll see how it goes.
we can't use special shader solutions in our engine (yet, I hope) either, I'm afraid. (We've built the engine ourself, and it doesn't exactly offer neat solutions. It's great, but not that great *snicker*) So I'm stuck with the static texture painting as it is. I might, just might, be able to make the light pulsate before…
nice slig ghost! I made a super lowpoly one 5 or so years ago *barf*. The only things that bug me are the legs. Too many soft and round shapes, and there's a little engine complete with exhaust pipes hanging off the back. REF
Temple Tomb update. Rendered in Marmoset Toolbag...I think I'm pushing the lil engine in area's not originally intended. Still need to fix lighting, materials and finish off the texture work. Debating on whether or not to use DOF in the final. All low poly.
We Benched around 40k non-static polies on the screen (animated, in motion, meshes) for the Windows Phone 7s. And that wasn't just one phone, that was the generic number we used to cap out at for our games I was working on. We benched about 80k when they were static and engine pulls and RAM usage was at a low. Pretty…
stylebones - daaammmmnn, what a great looking character! Can't wait to see more from you! Arman - dood... way too many polygonz, you're kidding yourself if you think THAT'S gonna run in todays engine... and here I thought I was the noob. Hugs and kisses!