Unless you just skipped through the above to see the screenshots, you will see that this Arenanet art test thread is over a year old. I wanted to try it again for 2013. I thought it would be cool to see the difference between the two. A year has gone by and it's mind boggling to me looking back that I actually thought what…
heh HJS, when i read your comment i was 'wtf? theres over a hundred of those tiny things' before i noticed the big crosses Diwan: i think there are some areas that can easily be optimized a bit. first off you have (or appear to have) a redundant loop in the circles at the base, and you could take out 1~2 loops from the…
Thanks kaburan, ill take a look at those scripts. I need to get working on a few different tree species to fill out my non-forest. Gonna take a look at my copy of Uncharted 1-2 to get an idea for how its done. I have a small update for tonight. Not much in the terms of added models, but a more 'unified' design. I have…
What I think Kristof is saying is you should use a multi sub object. This map channel thing will get expensive quick. Not to mention you'll have to remember which map channel holds which UVs for the house. I'm currently doing that and it's a pain. One map channel for the main texture, one for the Light Map, and maybe a…
ok i have a bad feeling that imagecave is getting shirty with me. if my images aren't showing just let me know and ill find a work around. i played with shading in the brickwork. i like where its going so ill vary the shade a little and add a few bricks of a lighter/darker shade to help break it up. i finally got round to…
Moose, I had absolutely no problem driving drunk in the game... must be from my real world practice.... . . . . I kid, I kid! :poly106: Seriously, though, most of the 'drunkeness' is your camera being all jacked up. They did the same trick in Vice City when you had to help the one redneck dude get to the hospital after he…
Jason: Thanks a lot man :) I've shamelessly stolen some ideas from the buildings you've made for your folio; it's really nice to hear some positive feedback coming from the author himself ;) Yeah, unique details are a must. I'll make sure to spice it up a bit, once I get all base textures done. Contrails: Thanks mate. Yep,…
My friend and I have decided to start working on a little game project called Deusira during our last year at uni, and we’d like to start showing off some of the procedural generation that we’ve done so far. The game will be a first-person dungeon-crawler, that’s why we decided not to make the dungeon completely procedural…
Standing deep within a cold vast intergalactic empire lays a throne as old as time its self. From this seat of unfathomable power a dreaded, ruthless and precise emperor controls numberless legions of emotionless soldiers. Marching forward spreading death and destruction through the endless void of space crushing any and…
Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer. Had a quick go at it: I think this doesn't…