Gen4 consoles is basically PC's today. IE. no biggie... Also, i suspect launch titles on Gen4 consoles will probably launch on both Gen3 and Gen4 with the exceptions of platform exclusive titles like Halo, Gears and Uncharted. At least the ones who want to make any money...
This has to be one of my favorite hand painted character models ever. Nice job! Everything is perfect except one thing... The reflection of the eyes is mirrored, you should mirror the geo on the one eye so the reflection is consistent. Anyway, super nitpicky, cause this is totally awesome!
@Computron : The fact that the gun looks blocky is normal, I think. There is a gun similar to that one in District 9 (except it's more like a rifle than a rocket launcher) and it's also blocky. As this model is inspired of this gun, so I guess it is also shaped in a blocky style to fit with the original.
Finished the high poly except a few minor things I am still thinking about (not sure I will keep the hook and I probably add some more wear and tear), but first I want to get the low poly ready. Here a link to the full res
Maybe you should post more pics of what you hope to achieve. I don't see how this can be done right now, except if the entire object is a multi-segment box with the segment lines running vertically, then you could rotate these vertices with edge constraint on.
thanks david. for the most part i went back in and added in some text to introduce the models (except the props). i also added in some extra images (wires n such) and a little bit of info to the images themselves. feel free to point out anything else. :D
Looks a good start, vegetations no complain except for that one tree.. Doesn't look right ... Also , are you trying for the tropical scene ? [FYI, I'm also doing a map as I too got inspired by this Frycry 3 game... http://www.polycount.com/forum/showthread.php?t=118591 ]
Loving everything about this, except for that rock/cliff wall. Right now it looks like oversized pebbles :( Maybe do some more research and post a ref image for the rocks so we see where you're going with them? Keep it up, it already looks great.
Semi-Finished shots of my unreal scene "The Infernal Keep." I created all of the assets for the scene except the floor and wall textures from substance source, and the particle systems from the Infinity Blade pack. More on my artstation here https://www.artstation.com/artwork/LweNP
Oh also, simply using the blue channel from your normal map as a light map can provide similar-ish results to using rendering out a GI lightmap, except no larged ambient shadows from objects that are close toegether or whatever, but on all the small details...