Ok, so here's the cool thing: When your'e high poly modeling like this, you don't need to model it all with a contiguous model. You can just "block in" the silhouette using disconnected planes. As in, just place planes where you know there's element separation to both nail the silhouette and elements of the object. You can…
Here's the latest look of the map with the newer rocks. I made the newer rocks more boxy and a little chiseled to give the cliffs some form. I'm hoping I can wrap up the rock-adding as I don't want to overcomplicate the map with too much rocks and start on the props soon. I thought of having this area as a mine shaft. The…
I have a large model that uses, at least in a lot of places, kitbashing elements. There are lots of small and medium sized separate geometry parts that were (probably) exported from some CAD application using some automatic nurbs to polygons functionality (supposedly). In all tris, of course. I need to UV those elements.…
Looking good so far! This critique might be a little too late, but here goes! I feel like the body suit is missing a framing element that would help with visually differentiating the various elements of the character. For example, if this character was walking around in a game engine, it might be hard to tell which is the…
Havent really found the time to do anything for the challenge this week. Unfortunate because I like the theme. Erik and Zeno, both your elementals are looking very cool. I think I prefer the first version in both cases though. The first version of the root elemental has some nice movement in the body, like its turning…
Heh, I've just been learning this myself. I've somewhat figured out how this works. As renderhjs said sometimes the smoothing can get lost or go the wrong way you have to try make the geometry flow If the difference between the geometry is to high then you have to separate the elements in someways. One way as Paroxum…
https://www.youtube.com/watch?v=SFHC9ZXAfgk&list=UU3VgWHmPhhWbe1ZGRyubrTw Product Title: Valiance Online Product Overview: Valiance Online is a sci-fi/cyberpunk, super-powered MMORPG inspired by the MMORPG City of Heroes. Valiance Online takes place in the year 2093, an era in which technology has become a primary weapon…
OK so here's a basic breakdown of how I built one of the structures for the game. As a preface, none of this is terribly earth shattering. Many artists work in a similar fashion, this just shows how I go about it. The first thing I made before building any of the structures in the game was to establish a texture set that…
Epic released their October UDK Beta so head on in for all the juicy details. This one is a doozy! Epic's October UDK Beta is out and there is a plethora of updates. Check out the release note for full details, or skim what we've pasted for you below. If it has features you're after, head on over to their download page and…
Thanks for pointing that out. After examining my other materials, you are correct as the wall plaster lacks the amount of detail the other ones have. I need to give it a new pass (which shouldn't be hard since I already have the other elements/nodes made for adding cracks etc). I just realized the original concept…