Beautiful, beautiful area in a beautiful game. I liked that section because it was sort of like Uncharted became a mini open-world game for a bit while still (very cleverly) keeping you on a linear path. I love seeing how stuff like that gets built up and the iterations you went through. It was really interesting seeing…
@KID.IN.THE.DARK: that's achievable by posing, although 4 legs are meant for stability. I'm modeling it in a neutral pose so that I won't get in trouble when rigging. I'm working on the EXO part right now, I went on a different direction with the chest unit as the previous one didn't really make sense from a mechanical…
I haven't had a ton of time to work on this because I took up a part time job so I could purchase a new computer and I've been getting crazy hours. I'm basically just trying to get the structural and proportional part down right now. This is still in a hella blockout stage atm. I know the FOV is off as well. It's not much…
After spending this past week doing some research, and practice. I also added in some new assets, adjusted things like the lighting and post effects. I'm realizing more and more that I should of spent more time during the block out and started dealing with lighting earlier on. Again any feedback is welcomed and I'm always…
Thank you for the tips! I will see, if I rework it next time. Currently I'm doing the blockout of the Building. It will look like the yellowish concept piece cause I very like the shape. Has anybody an advice where I could find a tutorial how to build shaders in Udk that look as good as the toolbag shading? Or where I…
Lo-to-hi is easier if you know what you are gonna be creating. Like you got a concept or it's something you've done before. Saves time with retopo is the main benefit, but overall more efficient as clean topo requires less subidividing to get your details. Blockout in zbrush with dynamesh or sculptris is better if you will…
I like the first lina design the most. These designs would add a nice aesthetic to the game. The concepts need a bit more work though, they're more just silhouette blockouts. Personally, I think it needs more detailing on the wide expanses of color. I also agree with agito, lina would look weird barefoot with these…
I agree with all of the points that Goat Justice made and I would also say that if your goal is to just be a level designer, don't worry about 3D modelling or concept art. Make levels in Source, UDK and CryEngine using existing materials and show your blockouts of how the flow of the level would work. The most important…
As for the mesh, I think it's okay. There is no need to use more poly's. As for the texture, the style of Borderlands is already starting to show but I'm missing the amount of detail in it. If you look at the image (of the borderlands trailer) on the bottom of this message, you can see that on the back of the female…
So because my drawing tablet broke I switched to starting the base mesh for the sword. I was initially going to make the back notably different to the front (probably plainer) but in the concept you do see it flipped a little and the design appears to be the same. So here's the blockout orthos before I go high poly. Just…