Workt owards that resolution and fidelity. Seriously, a good rule of thumb is to get a screenshot from that game, amd compare it to what you're doing. Is it the same quality and fidelity, or even better? As well, make sure you tile your textures across models, and make modular meshes.
Hey Curtis, I'm really digging what I'm seeing. We should do a playtest once all proxies are in to get a feel for the map. Do you have an asset list yet? As you know, modularity is the name of the game. Can't wait to see more progress!
Hey all, wanted to share my latest progress on this project. With the exception of the landscape it's pretty close to complete. Have learned tons about modular assets and shared/tiling textures and hope to bring it to future work. As always let me know what you guys think!
Hey thanks guys. Yeah I do plan on taking a break from that environment (I need to do an exterior and vehicle) and finish that cartoon pirate ship. After that I was thinking of looking at exterior buildings using modular pieces and that fancy UDK building-maker-thing.
Cool, I thought about making one of these things before. though I'd have taken some slightly modular approach with it to be able to build more variations. Btw, why "belgian" boolean? You live in the US, most people there don't even know Belgium haha.
The concept piece there instantly reminded me of a tutorial series by FuturePoly. I will link to the playlist, but you should check out the last video in particular, where he uses some modular, highpoly baked pieces to augment the base model. https://www.youtube.com/playlist?list=PLhn8HxtWs4QhSylHQsVDtMNTgQfBQxPO0
xaxa, all this stuff happens all the time, i love cutting up the modularity in buildings when i walk around, and i hate when i dream model. Im glad im not the only one seeing polygons. Sometimes more than other times
I like it, very metroid IMO could do with being more modular so that you could have different looking sections from the same texture ssheet to break things up now make a T/X juction side and a door and you have a level
a good reference would be the matrix demo for unreal. i havent looked at it yet but watched some of the videos they made about it. looks like they just make modular buildings in the typical way and nanite takes care of optimization for distant ones. for windows they use some fancy parallax shader to fake an interior. not…
Hi again guys. Today I want to share with you some modular cliffs and rocks that i made in Zbrush and 3ds max. In the image, the rocks have a normal map and a solid color only. We will try build a rocky coast with these and more elements for our first level.