I would build some larger alpha cards you can crash into the geo that add silhouette and detail without being super expensive and adding tiny details with polys like it is being done now. reverse engineer the hedge maze sequence from the witcher 3 in this video to see what I mean. https://youtu.be/dMKSHW-nWFA?t=23s
Damn you're right, I've never thought so deeply. Your comparison illustrates what we have today pretty well. I hope soon in games we will get more detailed, beautiful and functional armor. Since you already said there is no project on the market that could set a high bar for quality, there is no incident. I don't even…
Nothing, it's been pretty stale for the last couple of years. Look at some top notch games from 2015, like Fallout 4, The Witcher 3 or The Order 1886. The differences between those and current assets are negligible at best. Fallout 76 even used some assets from Fallout 4, so... what kind of "next-gen" are we even talking…
It's really hard for my eyes to believe this is 3D, like others said, it looks like a painting. I would love to see a rendered walk-through if at all possible. It reminds me of a fairy tale, or something that belongs in The Witcher. Can you go into some detail about how you did the hanging moss? I tried that with a recent…
Animal Crossing and Cooking Mama. I haven't played either in a long, long time, but I was hooked on both for months at a time. I spend so much time playing "hardcore" games that these silly little multi-taskers are a nice change of pace. Those and Robot Unicorn…
Basically the terrain and unique pieces like the NPP and such are modeled then grouped in Maya and exported as one mesh. Things like the train carts and other objects that are instanced through the level are there own separate objects that can be imported as props. Theres load of games that are completly modeled in a 3d…
McGreed - coming from Max, this is what I followed : Introduction to Blender for Zbrush artists : https://gumroad.com/masterxeon1001 Maya-style navigation in Blender without conflicts (I had been using Max with DRaster Switcher for years therefore Maya-style navigation is what I needed): [ame]…
Well, hi people! this is my first post here! I'm have some questions about the poly size used this days in games such as "Skyrim" and "The Witcher 2" for exemple. whats the average triangulations in complexe scenes? and thinking about all the environment together, what about the textures and effects(fog, particles and…
Hey Nordhal154 will you post your progress here? I would love to see how you work that giant wall out. I have been examining large rock structures from the Witcher 2. They have some big formations that look good from far and close....hard to tell if they are doing unique sculpted meshes or using tiling textures on basic…
This came out really awesome! Love the video of the scene as well. What you could do is make the scene a bit more contrasting, everything is now in the same color range and that makes the scene look quiet dull and flat. You can see in the first screenshot of the witcher that there is a lot more color in the scene, this…