modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
Got round to the texture. I will go back and do a bit more by hand later, depends how visible some of the ott dDo dirt is visible in engine, as a quick pass i think it looks pretty good and after all it's not a hero prop. Going to start work on the environment now then back to some more props.
I was thinking other props found in ME3. I love seeing environments that feel used or inhabited. So populating the area with props (i.e. trash, crates, etc These aren't the greatest examples) helps with that a bit and gives the area a bit more life. This is my HS study http://www.polycount.com/forum/showthread.php?t=99208
Nice start with the props. What were they built with? I agree with the other comments. Texture maps would help out a lot. My issue with your portfolio so far is that is feels as if you captured everything before it was finished. I would work on finishing the props and scenes before taking the time to stick them into your…
thanks for the advice Pliang. I actually decided to change up the maps a bit for the props-- giving each it's own 128. After talking to Dabu and a couple other people I think this would be a better route for the props. And I'll definitely be softening a lot of the edges-- I just wanted them in there for class-- nothing's…
[ QUOTE ] Show me a real scene using it not one prop. [/ QUOTE ] My thoughts exactly. Last gen Nvidia (6800+) cards can do this already, but it's just too expensive for a real scene. I remember Nvidia showing similar examples of it - small prop in a closed environment. I'd like to see this in a real scene.
My weekends work. Probably could have been uv'ed better but good enough. mainly made for a lab prop (octopus specimin in a jar) but will probably be boned and animated at some point. Cut down alot of polys for in jar prop, it is only 600 polys. Fun anyway, haven't done much in the way of sealife before.
i'd say we're still in the very early days of actual grooming for games. as in one hair is one hair and not a line on a haircard. for now, chances are haircards will stick around for a while. and if it is as lods to hyper realistic grooms, such as used by metahumans. from what i have seen, this industry will likely…
My first attempt at hand drawn UV's for a prop. I was challenged with finding a reference and converting it into a 3D prop. After a little bit of searching, I've come across a concept piece for Krieg's Buzz Saw from Borderlands 2. It was extremely difficult and I would love feedback on how I can improve my project further.…
I'm trying to make a brushed bronze texture for a prop I'm messing around with, but the problem is i want the brushed to follow a curve. my current technique was to add noise then motion blur it. That game me good results on like 80% of the prop, but places where the mesh curves it looks REALLY bad. Anyone have a good…