Looking pretty good so far. Keep at it. JO420 - yeah, I'm from Zimbabwe origionaly, I learned Afrikaans in school, kinda a family tradition. I'm very rusty but I can get by talking to dutch people
Another update on the interior... I finished now the first floor of he Asteroid level, testing out the workflow to quickly get the floors made and into Unity. Also created a modular rock piece that can be used in a lot of different ways to add to this set. Now to finish the tech modules and the other floors. The enemies…
With the non-originialy topic apart (I kinda don't mind it really, it also servers as a tribute to the original game) I think the geometry is very very clean. You did well in keeping it all separate, you have a lot more control.
Hello people! I'm trying to make a 3D version of this character. I originaly started back in 2011 as a portfolio piece, but never finished it when I landed my job. Here is the original concept from Redjuice: http://redjuice999.deviantart.com/art/SQUAD-251143094 Anyway. I thought of going back to it and complete it, with my…
Stinger: Nice pose/perspective. I think the leg in the distance is a bit to streatched out, and not really standing on the ground. You could also get a more dynamic feel in the arms and the legs with some refs! More flow plz! But great! Fun to see you doing more crazy stuff! :) Hofsta: Try getting more textures into your…
In 3ds max I just turbosmooth by smoothing groups so my original mesh keeps the low poly shape and then bake it. So a blat surface with originalky 4 verts will get subdivided alot, get baked, and then by removing the turbosmooth you get the same low poly surface with very good baking! It is very easy but requires some…
Thanks for the reply will keep that in mind I have another issue, this one I have tried and tried and tried to fix, it came from this issue originaly http://www.polycount.com/forum/showthread.php?t=76476&highlight=modular To fix this I made the floor a tile, this fixed the shadow issue however I now get some strange effect…
Hey guys , today I have continued with thi project. I have managed to get the model into Unreal and test some animations. The problem I originaly had with exporting was leaving the biped in the scene (told you i was new to unreal haha) He may be celebrating but im not :\ I have repaired the majority of verts in the hands…
So with this kind of big (compared to the player) in-game asset it is pointless to create a high poly version of the model to generate detail for the normal and texture maps ? .... or did I made mistakes when creating the UV's for it. Here is the Low poly UV layout Few words about it.... basicly I followed a guideline that…
I have a friend who has his set up like that - I originaly had Sallie Mae (evil bastards) but when I refinanced last year all the rules changed. Now, my monthly payment is like $200, but he interest is calculated quarterly, and then divided by the number of months in the quarter. So out of $200, like 180 is going to pure…