rick beat me to it =P yeah, I think its mostly 64/128 tiling textures with a combination of vertex coloring and alpha maps for lighting. not really sure what psx supported... only things with non-tiling textures are props, but it really depends on the prop too.
Still working on this.. slowly. Started on a character to put in the scene, still pretty rough. Need to add plants and some props, though I'm not sure what sort of props to add so I'm open to suggestions. Going to add some torches to the pillars too, I think.
Hey everyone. I have an assessment due in just a few days and I'm having problems with the 3ds max at the campus (i use 2010) I played around with the snaps options then when i was done, i unticked all the snaps but when i move the verts on a face they'll be confined to that face, i can only move them along the plane. I…
Hi I recently discover polypaint 3d, and I try to push my out to my comfort zone I more a hard surface/props guy I have plan a hand painted texture, no high poly and no baking my quick concept props where I am so far critics are greatly welcome thanks
Working on a showreel for the end of my degree. Looking for all round crit on all aspects. Thanks. First Piece is some props to dress an American garage scene. Some of the props are WAY to high triangle count wise. This because some will be used in a pre rendered cinematic. Im going to work on some lower game versions.
Cool slideshow here with 50 images of props from the new movie, some nice wear reference; http://www.wired.com/2015/11/star-wars-force-awakens-props The weapons look particularly beaten up, I'm liking that heat staining on some of the blasters
You might want to vary the shade of the individual sections of the skirt. In the reference photo, you can see that some sections are a light gray than others. Assuming the engines are always running, the two props can be replaced by a pair of planes with an alpha prop disc texture.
Sorry I'm late to the party, haha. Didn't see the comments. I'll probably revisit it soon to fix some things (lighting and the props placement as Snader mentionned), I'll do a wire shot then. In the meantime, there's a wire of some of the props on my website: www.pioldes.com Thanks for the comments!
Environment and Prop artist. Modeling and texturing of props and vehicles, a little bit of concept work. Level designesque kind of stuff. Terrain textures, lighting, skyboxes. Color correction/texture cleanup for environments and characters. General Max troubleshooting and workflow development. Lots of hats for me.
I've been asked to start this thread to show some of the amazing art being poured into Spiritwalk's debut title SHARDBOUND! http://store.steampowered.com/app/586030/Shardbound/ In a few moments my super-talented team-mates will join-in and show their awesome work. It's been a true pleasure to work on Shardbound, the…