An update about the current state of the project I've been heavily focusing on it last weeks (curious thing as I've also a (super-cool) job during the day, I should rest more, but instead of it I work like a machine ^^"). So here is a summary : - Now we have a build. Yeah. Game is finally standalone, playable on a (good…
adam, Thank you...I wasn't even thinking about doing the occlusion pass, but I do know how to do it and I think your right on the money that this would bring out detail big time. Yeah I haven't sorted out how to approach the shadows...need to look at some nighttime reference and see how the moon casts shadows. Your right I…
Here's something from the Polycount Wiki I stumbled across recently, I think it'll improve your roofs quite a deal. The settlement currently doesn't make a whole lot of sense: -badly defendable -why such huge buildings? why do people need this and where did they get the resources? -no place to work? is this a trade post?…
I agree with others that there are a lot of structural problems with the idea and that, between work, personal projects and just general busy schedules, it'd be like herding cats to try and get a bunch of people together to work on a single project. Here's what I gather so far about what people DO WANT: * To see pros and…
Everyone visiting your portfolio and site isn't going to get a disclaimer "I'm just a young hobbyist, don't take the current quality of my work seriously because I can do better." Even still, thats a pretty lame disclaimer to have to say anywhere - especially if you're serious about making sweet art. it doesnt matter what…
Assuming you're doing things yourself, I'd recommend Unity. Its much easier to rapidly iterate a useful product even if you're "doing it wrong". UDK and Unity are both highly capable, but they each are a different philosophy of "how to make a game". Which one resonates with you, and what your end goal is, will determine…
Maybe try thinking in levels of detail. A good mix of shape and detail is important to a visually appealing asset. For example, first you think about all the big shapes and get it looking interesting and balanced, good silhouette, maybe a mix of smooth and angled shapes, etc. It sounds like you feel you've got this part…
Hey dude, you've got some great point, im taking a note of things to change for the next revision of my showreel! Funnily enough ive managed to get the apartment building down to 12k previously, and I cant for the life of me think why I didn't use this one instead of the 30k version, however I will make sure that in the…
Here's something I came across not too long ago on artstation: https://www.artstation.com/artwork/XBnL3l It's a technique devised for a VR game that had geometry limitations so they accomplished that destroyed look using textures. Personally I would do this. - Create a basic destroyed building. This wouldn't have tons of…
Can't thought-experiment through this. Too many variables. What the pro's are saying is you got to prototype it out to find your specific case answer. What you are looking for is simplification, but looking for it in the wrong way. Simplify the problem not by designing some arbitrary guidelines, but rather by reducing the…