very nice alot of the ps2/gamecube/xxbox1 era games had this kind of precalculated lighting vertex color + decals and i am really digging the smooth look of it i am a bit sad its going away because i like my FRAMERATE !!!!!!!!
Thatching his facial hair would be a pain but with some crank and grease on this fellow will make him shine. Maybe some reference from the main character in Prey would be a go too. Some decal and emblem on his vest perhaps? Digging the process so far.
I think you guys are really participating in a race to the bottom, even if you fully intend to be helpful. Ruz has been doing 3d since the dawn of time, he has a clear, distinctive style, clean work - we can nitpick minutia of topology on any random model. If Ruz was the employee and he puts extra density where it doesn't…
Good work! I agree that the clouds are off... not sure what it is but i think theyre too big and too "over the top". That wall decal is a bit weird, like its just an additive blend from a projector or something. Maybe it needs darker tones to show through.
Not much of an update, but I've got most of the meshes into UDK. Just need some toilets for the far end and some little things here and there. aajohnny suggested that I use a mix of vertex painting and decals for the walls and floor. Going to look into that workflow next and start texturing something.
This has taken far too long to get to this point but its finally baked. Lp for wires. AO still needs touching up here and there. Smoothed off some normals and fixed a few other nit picks. Next is the diffuse with dirt, scratched mess and of course Decals!
@D4V1DC - The concept art doesnt really work too well in 3D space, but I think increasing the diameter of the camera "tube" will help. Lights and Decals are on the list for later, nice catch. Thanks. @tynew - I modeled everything in modo, it all started as a 44 sided cylinder!
Well, I have the scene put together. the landscape material needs some work, but I'll do that once I've finished the foliage and the vertex colour/decal system for the rocks. I know it looks really monotone right now, but hopefully all of the foliage will help that somewhat.
Hey Jordan, this is looking cool. The puddles imo feel off, feels like there's a weird hole in the ground right now, maybe its the size and intensity of the cubemaps. Also maybe just export the cubemap and blur in PS and bring it back in.\ Quick question is that a decal or vertex paint?