I think the process that he describes goes like this: 1. Render out a basic skylight image of your object - Example 2. Delete the skylight from your scene. Apply a material that has a high specular to your object. Through Render Elements get an image of your spec highlights - Example 3. Take the two images into photoshop…
I'll post some example low poly pieces to demonstrate how many modular pieces I can create from 1 texture at the weekend. LD's shell out levels in bsp mostly to start, then when they are given a 'meshing' and lighting pass the BSP is replaced by the modular walls and more decorative pieces. Thanks for the praise, no time…
Kevin, wicked stuff so inspiring! I jumped right into the editor to see the in game stuff and I was amazed at how many modular pieces you get out of one part. For example, the BigNose has a small varation on the circular part. But it then gets divided up into 3 different sections for additional parts/deco, same with the…
Amazingly nice work Kevin. The amount of detail is gorgeous. I too am curious about how long you get scheduled to produce pieces like this. I know it would range depending on the scope / size of the asset. I really would like to know how much time you'd expect to get though for completing these pieces. Also are you given a…
Saidin: This is an interesting question. I always plan to split things up beforehand a little and as I work it becomes clear, that each design is composed of 2 or 3 base elements, so to understand how the object works I finish out those elements more fully than the concept, ie. I build stuff that cant be seen when the…