you should consider doing some simple tut write-ups for these cholden. Im sure a lot of people would find an example like that very helpful. i know i would!
@ironbearxl: Interesting reinterpretation of the subject. Yours looks like a real suit out of leather or something like that, while the original seemed more like some 'magic' energy suit or something like that. I would be careful with the amount of noise you put into it though. The upperpart of the butt for example should…
Looks good, but I'd add some brackets to those supports. For example, the main pipe typically has a square block that the front hoop bolts to. So, there's usually a square chunk of metal on the back side that matches the one on the front. You should also add bolts to your backboard texture to show where the two side braces…
Here are a few updated shots of that level from Quake II. Its still all early WIP And here is a quick example pic of our new water. The water has a real time render to texture reflection, as well as a fresnel shader that will change the local map giving it a wavey appearance. Its hard to tell from a picture but i couldn't…
[ QUOTE ] Jumping way out of my comfort zone and doing a highpoly gun. Concept by my teacher Emer Tanciatco. [/ QUOTE ] Not to diss your teacher, but that concept has way to little detail to base a highpoly model on. So you really need to take your artistic freedom and change that. For example those big ass screws on the…
mathers3000: the sword needs some optimizing on the mesh and UV layout as well. I'm at work right now but I'll whip up something to show you some pointers, the plus side is most of the techniques I'm going to show you really simplify the modeling and texturing process. The uv's for the blade are a sticky area for me,…
[ QUOTE ] EDIT: and what part of 1st or third person action-adventure shooter game was so hard to understand? Fighting is a genre separate from action-adventure. :shrug: [/ QUOTE ] Except it didnt say that in the initial brief, its changed now. It said a character from any next gen FPS/3rd person game for example gears of…
Wooo vaseline walls! I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool. Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to blend…