>I should probably give you something to improve on so the only thing I can see is the cooling fins on the engine at the front. They don't stick out enough for my liking and are quite thick. On a real engine they are thinner and longer to better disperse the heat, like this: - @Bostvic Yeah I think my thought process at…
"Long thin triangles" have generally been more of an issue with static objects utilizing vertex lighting, whereas objects such as these that would likely receive real-time lighting aren't as affected by this....of course this also depends on the engine. As far as your texture size, there is realistically no purpose to…
I am aware, I pride myself in once being in the polycount wiki for the transfer attributes in Maya for this technique :smiley: Right now I'm trying to do it inside of Unity though. I know you could just do it in maya/max and import it, but I want to be able to do it in Unity for quick and easy iteration and also perhaps…
Vig's got some good answers. To be fair to you, I personally think building modularity is quite a complex subject to tackle. Especially because there are so many ways to do it. So don't feel bad about asking questions. It's a great way to learn! Look for your building specs and texture sizes and then create it the way YOU…
You PM'd me but I like to keep stuff in public posts just so if someone has the same issues they can do a search and find this thread with all the info in it. For video games most shaders have the same basic texture inputs, Diffuse (the basic texture) Normal (adds extra lighting info for the surface normals, adds more…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…
Ok so at first glance i can immediately tell that you didn't do a high poly for any of this. If you are serious about getting a job doing game art, you need to start going that extra mile and creating your assets using the current methods. The piece in this that really stands out and says "I'm photo sourced" is the brick…
Thanks for the great comments everyone, and for the suggestions :D I'm really pleased with how its going so really appreciate that. Really want to push it as far as I can. Hi Shrike thanks for the constructive comments :) the meat first :) 1.Modeled and unwrapped in Max 2.Texture -In ZBrush I projected a series of images…
Thanks everyone :D You guys are way too kind! I'm honestly just happy that I managed to finish the submission somewhat in a short amount of time :) Hi! So there are a few answers to your questions! Yes to almost everything :D I basically treated the locomotive as a piece of the environment rather than a prop. Meaning it's…
I hadn't considered that anyone would be interested in the technical side of the engine. This is all a little disjointed, but here goes: All content is pre-processed and loaded via the Content Pipeline provided by XNA. Model's are exported from something like 3DS Max and directly loaded. With Audio, no pre-processing is…