I drew this out intending to paint it. Realised that I didn't "Draw like a painter" (and I finally now understand what that means) so painterly rendering would kill a lot of the lines. I'll probably do two versions - this version, and then re-draw (like a painter) a painterly version which will likely look significantly…
Well i actually intend to build the steam car so imma say reality is the best texturing suite of all. Procedural as all hell. Gotta be careful with the random seed though, the majority of them just break the false vacuum state or produce a wonky weak force which doesn't allow chemical or elemental complexity.
Edge thickness depends on your texture resolution and the size of the asset in screenspace. A good rule of thumb is if the high poly aliases alot in a game-res viewport in your 3d package at its intended screenspace size, then it will probably alias a lot ingame too (remember to assign appropriate gloss and specular values…
The segments you pointed out were indeed planes in the first version of the model - however, as I intended for this to be an asset large enough for the player to actually walk into, it felt like I needed more fidelity in that area. However, you are definitely right in that I should have used separate objects, I did not…
I'm going to take part in the sketchfab monthly contest, the theme of which is a beer stein. I'm making a deep see horror mug of sorts. I would appreciate some feedback and critique on the general direction and tentacle block ins. I intend to texture it as though it's just been dragged out from some underwater cavern.
I'm with sandbag on this. Deadspace felt like it a lot of the same 'intended tone' that SS2 had. Gameplay wasn't the same by any measure, but for some reason it too evoked the same 'tone' to me. It seemed to me that if SS2 were to be remade today it might not end up being too far from Deadspace, in terms of the FPS+liteRPG…
Well I never did anything more on that piece but here are some new gun designs like I always intended to do. Strictly half an hour a piece, just trying to get comfortable drawing them and then building up to actually making them both "cool" and reasonably realistic Also viewable on DA http://gausswerks.deviantart.com/
Week one submission: Paper Frog I decimated the original model in Zbrush and rendered out a few passes. I had no idea what I was doing... Then I put together shaded, AO and shadow passes in photoshop. It looks paper-ish I think... Feel free to tear it apart. No pun intended!:D!
Cubeupload.com for me No compression (so it loads a bit slower) but stupid simple, No account, and nice sharp crisp images the way god intended them. :) Works here aren't to bad for a year of work. Maybe some of the anatomy/character artist pro's will drop by and share some usefull critisim. I'd likely embaress myself…
I considered both of those but couldn't make it fit in my poly budget effectively. The small details also tended to disappear at the intended viewing distance. I'm still thinking about going back and adding them in some way that's beefy enough to keep them from vanishing at range, though... just not sure how.