Ofcourse! Here are 2 sketches I completed for my A-Level coursework http://i.imgur.com/9ayC1.jpg http://i.imgur.com/rDMcL.jpg Here are also some WIPs and digital artwork http://i.imgur.com/tKrw5.jpg and http://i.imgur.com/6UIxn.jpg
well take in context the game. Uncharted is setup like a movie, it is a very linear story and every set is pretty unique, they rarely reuse large environmental assets from very speicifc plot points elsewhere in the game. apart from generic vegetation and scatter props I imagine. If you were working on other open world…
thanks roostermap and rdmlegend, i hope this project turns out well :thumbup: well guys here is the high poly for the floor tiles. i should beable to texture those up shortly. unfortunately i work long hours the next few days so i likely wont be updating much after i get this tile done. ill try my best but to go quickly…
Heres mine, and some shots to go with it. (note this is all running fine on my 560ti, but i wouldn't suggest pushing it much more then this it seems to crash a lot when i have tried) Screens. skyrim.ini [General]sLanguage=ENGLISHuExterior Cell…
It is a floating object that isn't connected. Here is a smoothed wire I will take some more un-smoothed wires later. Good Shout Alberto Rdrgz I tighten'd up the loops and it is looking better but your right about the inaccuracies so I may take another shot at he cylinder. Also those reference shots will come in handy so…
Thanks rdmlegend. I did think about moving UVs and adding extra planes. Since you and a couple of my colleagues had mentioned, I think ima have to come up with some tricks... The extra planes will have to be the ones moving, with the panning UVs and semi-transparency because it will be on a separate texture map. Now maybe…
Hey guys! Thought that the thread died a while ago! Unfortunately that means I haven't done any further work on the scene, but this motivates me to push it further!! 2 week vacation abroad coming first though ;( @Alberto Rdrgz - I hear you, but I grew fond of this angle and have added detail accordingly so it can become a…
That's it, but it's not necessarily AO or light, baking vertex color information is essentially attaching more information to your vertices that can then be used by the shader to do a lot of different stuff. You could use colors to blend between textures (red being the default stucco, green could be some sort of damaged…
@Alberto Rdrgz-Thanks man I find your highpoly work to be just stunning. @DI$array- Yeah man modularity is the way to go, thank you for the kind words. @Baj Singh- Thanks man! Is their any issues with my website that someone would like to comment on? Load times? Amount of work? Anything I should take down? :)