Looks fine for a first environment. Not really sure what's going on though. It would be helpful to have some prepro before you start a whole room like this. It'll definately focus things more and make everything more consistent. What Bromester said about the texture resolution is the biggest issue to me. Those bricks are…
Really nice looking assets, it's coming together very nicely! I would put more geometry into the cliff sides though, model out some boulder shapes and vary the geometry up a bit just to make it more interesting. They're just a little too straight vertical currently. I might also add something into the open space on the…
Yeah, the reasoning behind my modelling the slide grooves onto the lowpoly was that when it's seen ingame (first-person perspective) the face normals of the vertical sides of the slide will be pointing almost perpendicular to the player camera's view. Its my understanding that normalmaps work very weakly when viewed at…
Cool.. its got some very nice movement to it. The first thing I would say is that the head seems to be going in a very forward backward motion, but not too much vertical motion, try working in some more bend in your neck bone(the first one, or possibly the second) for some more natural head motion, and add it on the…
Hey Bram, looks like a fairly good start but you've a long ways to go. I wouldn't mirror the texture of the face, just make use of the unique texture space to make it asymmetrical. You could easily get away with mirroring the eyes, however. Eyes are never pure white and are surprisingly dark. be sure to add a slight shadow…
Thanks for commenting Mio, lighting is definitely my weak point, but i am glad you like it! Thanks for helping out again cholden. The UTPostProcess_Console seems to be obsolete, but you mentioned the term "Post Process Chain" and that was exactly what i needed! I've figured out i can create my own for it. I wasn't aware i…
Wow, that's interesting Matt, thanks for the info. What kind of polycounts did forza have just for the base road with no BG objects etc. I didn't think polycount would make much difference and it doesn't. I tried dramatically ramping up the polycount of the corners so they were somewhere between PS2 and 360 counts, and it…
Yeah about the vertical bug, I gotta fix that. Rollin. I'm in the process of doing a few high polies now so I'll get them up there as they are being finished. Thanks. Bounchfx. I was thinking it might be a cool way to show off "me in action" and give some behind the scenes images while at it. But yeah, Maybe i should put…
Ya I can export back into Max 8 as that is where I have my MD3 tools that I know works. I was just hoping that I could do it all in one application. Moving assets around has a tendency to build up bit rot as it moves from one set of hands to another. In all though Im considering just going the q3data route. Its not fancy…
combine it with align shells and then a weld tVerts (select faces to align shells instead of particular tVerts) I usually align shells to 1 direction and then just weld them. I tried several times writing a script that reads similar topology and stacks them but there was always something that I was missing. Some smart…