Need to decide on outfit for the male character. These are the six I've got. Quickly made them but if no one gives any feedback on these then I'll just choose one and aim aim for the best. Also have started my Female character. Need to start working on my older male though.
Seeing how focused they are on the UI and making it VERY user friendly, I really think the plan putting out a UE4 UDK pretty quickly, it might not be this year, but I'd hope we wont be waiting forever for this. http://www.youtube.com/watch?feature=player_detailpage&v=acR4n6lJEdQ#t=301s
Thanks again guys! @MediumSolid Professionaly? 6+ years From the very beggining of my aventure
with modeling. It's quite handy and i like Blender hotkey-workflow.
It allows you to quickly get the result. I work also with textures, materials,
lighting... mainly with stuff connected with environment. :)
thanks for the comments, hopefully I'll be able to wrap this up pretty quickly, Im more or less ignoring any technical aspects and just throwing stuff out there. ^^ urgaffel: yeah its the SSAO that have a bit messed up values, need to bring that distance down a bit : D
I use a 120gb HD and I sometimes go out of disk space. With 60gb you will go out of disk space very quickly if you plan on using large images in photoshop and install many programs. I keep my games on a different hard drive though.
Alright so I quickly added a ground plane and a cloth piece that's sort of hanging there. Trying to push this towards the finish line as I've been working on it for quite a while now. :P I just need to organize and polish up all the small assets and then finish up the lighting!
The edges could use a little highlighting in the low poly to bring out the shape but overall it's pretty awesome! If you just grab a cavity map from the normal map you should be able to do it pretty quickly. Unless of course you aren't supposed to be adding that kind of detail.
Colour ID maps are there for convenience, to allow you to quickly select material types. Re-modelling entire pieces just to get a colour ID mask is counter productive. Just use polypaint in zbrush. Flood fill the polygroups that you can, and hand paint those you can't.
I think my incubator might be a little bit to tall. I am making really low poly pieces and then quickly smoothing them out in zbrush. I'll probably use zbrush for all the detail stuff as well instead of trying to sub-d everything for a normal bake.
Thanks! I'm definitely interested in trying out building some of my own base meshes and I am always looking for some good places to start when i'm looking to get into things more quickly. edit: great resources *bathes in their usefulness* thanks again for sharing.