Added a little bit more detail on the pillars and the bows above them wich hopefully don't look too edgy. I'm calling the modeling on these two parts done, except someone has something to say against that. Comments and crits are always nice to see! :)
Looking good, and I agree with EathQuake about the sharpness. Maybe finding a balance between the two could work. Like dropping the new texture on top of the old one but at half visibility? And Voted, that little guy at the end of the weapons trailer is just too cute not to;)
Awesome! The battle damage is pretty randomized, not too consistent, the chest damage has two blue lights that dont make sense to me, I was thinking the yellow underneath would be exposed or something. Amazing texture work all around though, great job!
I was going to pick it up for the 360 and just deal with the dumbed down controls but since they are working on two separate control schemes I'm all over the PC version! Damn, that water is looking good too. I'm very interested to see how they did that.
Incom asked me a couple of questions and it was late last night when I was reading them so I sort of braindumped a metric fuckton (thats more than an imperial fuckton) of text, and I figure some of it might be helpful. ---What style is your stuff in (Polycounts, texture sizes?). I can't talk about the project I'm working…
Looking at the modular kits I would say the damage may be part of the tiling texture. It looks like they're using a larger trim sheet. At least 2048x2048. The brick is one strip and has the damage worked into it. The modular piece you posted is just modeled and UV well so that the corners line up with the damage. There may…
Larry, believe whatever you want to believe, but too many great artists get unnoticed. Their artworks are lost in the flod of posts, in just a matter of minutes. Nobody will see "page 3568" to appreciate the artwork or comment, so it's extremely hard and difficult to see good artworks from new talents. "Established…
Update time! I changed quite a bit. I went back to the sculpt and tried to tweak a bit. I pronounced the cheek bones a bit more (maybe too much now?) and gave the area around the mouth more volume. Then I basically redid the whole texture as I decided to put the neck and head together (before head and chest were seperated…
@SupRore: Hey, thank you! :D @Jessica Dinh: Yeah, I see your point. But I think it's her elbow that protrudes too much. But yes, either way. It's weird-lookin'. :poly136: Thanks for your input! :D @Alismuffin: Heey. The few games I have made are in my early days as a game-developer and they look kinda shitty (like this…
Useful thread - lots of things to try out ! On a side note, if anyone is interested : I recently experimented with an Elgato HD capture card, in the hope of offloading most of the encoding calculations away from the computer. The device is absolutely perfect for console footage capture at 720p/1080p, and works quite well…