pillar one is pretty much done for the high poly. Figured, with the power of current gen now, I've given the assets such as these a poly cap of 20k. The scene shouldn't be too full of things really anyway so this should allow more freedom in certain places. parts of this will be baked, other parts will be using geo for…
It's just not a good idea to break from the default color palette. The hero color palette is what helps identify a hero on the map quickly, even if he is in a set you have never seen before. Now this is only a weapon so it wouldn't really cause that issue, but that is the way valve likes things done. On a side note, this…
Great progress!!! Those details are looking nice I took the freedom to do a quick paint over about some things: The trigger is very slim considering this one is a small pistol. The wooden stock piece is still a bit out of place: flintlocks usually have some springs and other pieces inside, between the outter mechanism you…
Edit: I now get what you mean. Anyway, you can put some custom stuff there like script buttons and what not. :) Or the compact layers manager.. The problem here is that max is trying to address a very large audience with a single UI. You can change stuff, but it barely makes a difference. It sould come with preset UIs for…
I dunno, I think it's pretty simple to use, and it doesn't stop me from using a specular color map when I need one (I take as much artistic freedom as the next guy). One nice thing is that since brightness is separated from tinting, I don't have to worry about something like a deep red spec lowering the overall brightness,…
More rework stuff from today, I'll be exporting some assets over from the old set to combine with these, but here is progress for city 3.0 Reworked asset list 22/8 - Wall variations (both straight and curved, decided on working in some zbrush textures so everything is now beveled - Road tiles (added curvature to the set,…
So figured I'd upload my blockout. I've basically broken my scene down into a bunch of modular assets and exported them into UDK. Now it's just a case of working on the individual bits and it should all be linked up to UDK. my only concern at moment is whether I want to do the wall sections as meshes or BSP. As I see if…
I'm from the future, I'll always be one step ahead!!! :P Yeah all my recent models have the skin broken away, skin is one of those things that its good to have seperate control over to all other materials, you want seperate specularity controls, different level of half lambert for skin than you would metal or leather etc.…
It was, but the game shouldn't encourage killing as if it was dishonored, the game should encourage stealth above fighting where as deus ex always gave you the choice. Killing is a last resort when everything else fails, leaving blood-stains and making tons of noises and often ending up with garret going all dark-engine…
This is the anatomy of the beast in ZBrush. Still needs more definition and I think I am going to add the horns as separate geometry. This is because I started to pull them easily on top of the head, no problem, but then the cranium shape was easily affected. I could use a mask but as separate peaces I could have more…