Small update COMPLETED:* Proportions * Tweaked some textures * Remade the clock mesh TODO:* Remake the lambris mesh * Add the missing red trim in the tile texture * Make the wall trim mesh After I complete this list I will proceed with everything else in the concept, enough talking, here's the screenshot
Hey guys, new here :) I just finished my latest personal project which I want to share with you. I also wrote a workflow article on that scene and how I used trim sheets to create environments: https://www.artstation.com/markus91/blog/wvY4/creating-environments-efficiently-through-iterations-and-trim-sheets Here is the…
Well it's tricky isn't it, because an "oldshool lowpoly" model (say : Ape Escape/Kingdom Hearts PS2 era) wouldn't need much geo at all (under typical game engine rendering of that era), because the shading would be very soft and even a polygonal-looking trim in the texture at the end of a sleeve wouldn't be shocking. Yet…
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
you could make a highpoly trim sheet and bake that down, sometimes that's helpful if you'd rather not create bevels and greebly bits in your texturing application. an example of a similar technique can be found here https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques, however this method can be…
The yellow trim works great! However, I feel like the pouches might work better being all yellow. Maybe keep the bright yellow trim, and color the pouches a deeper warmer yellow. http://dl.dropbox.com/u/778345/duncan-imbatman.jpg Also, I still love that he's got no arms (and the ribs keeping the cape up :D )
I am finally getting some time to start on a new portfolio piece after many failed attempts to see on through. -.- I will be doing this in UE4 and POSSIBLY crossing over the CE3 to do a comparison. My goal here is to attempt hyper-realism. Here is the scene concept. I have started the first mesh already. Below are some…
Ok I am finally finished. . . At least I hope I'm done (I really don't want to have to do another light bake). So. . . since last time, I created signs and sandwich boards to make all of the little shops feel more like shops. I took screenshots of all of the shop-looking buildings and even did a couple of paint overs to…
then perhaps put some trim along the jacket or something similar to the character it's inspired by. Nobody is asking you to trim it in neon or put crazy spikes all over it. Do some research on modern fashion, you can't hide behind the "this is a JRPG" defense because Japanese video game clothing design are super fashion…
Front of the temple, arches and trims still not made although the overall look of the room sits the theme. Testing scale, in the end player character has been scaled up to match the upper side of trim with its head. Adding arch blockout to the map in order to add colour and break the repetitiveness from the scene visible…