Was the specularity map realy needed that much? He looks too shiny now. Oh and since i'm picky... Lower the contrast on the neck or blur it. Its too cartoony. Pretty awsome though. Edit: Oh and can we some some wireframes of this guy?
awesome website, you have some really great environments. I like the NBA street & Def Jam levels, because you showed them in wireframe too, so I could see how you created an illusion of the world around the player.
This is my wireframe, I did it for the sake of making it but I did get graded for it in my portfolio class. It is normal mapped but I was't planning on putting it in game. The polycount is ok but I can definetly take some polys out on the spikes on the top of the domes.
The words "AO render" and "Professional" when referring to showing off a wireframe / clay render don't generally belong in the same sentence. It's almost as professional as throwing down some uber-1337 lens flare. Unless of course, you know what you are doing.
Here are the sample videos I mentioned. They've been reduced to 256 colors to keep the file sizes down, but the actual dvd videos are full 16 bit color. Carbon Fiber - 75 megs Spirit/Ghost - 28 megs Wireframe - 7 megs
That's really cool , there's also modelviewer inside of the game Q4. Ctrl + Alt + ~ ( or Ctrl + Alt + ² ) You can download any model of game and study his wireframes (for exemple)- ....or also see any animation. really great , thanks goes again to ID & RAVEN.
just by thought and not tested yet, put the colors on the map/texture/wireframes bakes beforehand and it should sort the issue, you probably figured that out-already? by time/date of post. a spectrum line on the map would be best to get through all the colors instead of having to rely on the one that makes things odd to…
Firstly, it's generally not a good idea to use a single plane for every single leaf on a tree. This gets immensely expensive in forest environments, even with LOD'd assets. Look into making some nice, high-poly branches and baking them down to shaped planes. This wil help a lot with making your vegetation assets much more…
What Brice said: viewport screengrab should be sufficient to show off your realtime models, and if you have normal maps and aren't using realtime shaders, make sure to turn on High Quality rendering. You can also turn on antialiasing for wireframe under Shading > Smooth Wireframe, although the wire will appear thicker so…
For a university assignment we were tasked with recreating a spaceship with our own twist. I chose the Anvil Arrow from Star Citizen. There's still quite a lot to go but so far here's the current state of the ship. Wireframe: POM decals: WIP render: (Hanger environment is the sci-fi kitbash level builder on the UE…