So I finally decided which options to go with. I started to do the assets a few days ago. I decided to go with 1, 2 and 7. I already started the newsboy cap and the jacket. I need to retopo the hat so that I can in a add more detail. I'm gonna try to add the detail to the hat the way 'mr_ace' did the beanie for the…
I got the same crit from someone else. Will def look into re-adjusting the proportions if needed. Anyways the general idea behind the project is to model out some loose internals (not 100% working) and play around with transparency renders, animation, and presentation in Keyshot. More of a fun design / presentation…
For the roof, I didn't mean model the shingles into the roof like that..I meant that you could model individual shingles and drop them on top of the roof, like this: The drawing might make it look a little silly, but if you line up your texture on the individual shingles right, and line them up to match the texture on the…
Great work for this generation man, but I can see why you didn't get the job, and that's because people are looking for next gen stuff. Up close your textures look sort of painterlay, good for that kind of art style or getting the most out of current console texture resolutions. But you'll need to get into photo real/ulra…
I'll not rig that one, this is solely for purpose of trying to retopo for the first time and bake maps correctly. So, I went on, retopolized the clothing, done uv layout and created normal maps and of course I run into some errors that I have no clue how to fix and why they're there in the first place :D The overall look…
All my fellow Polycounters had given you good suggestions and crits....i can see some good works...My only concern or crit would be i find ur normal maps way too smooth The brick wall gives me a bit waxy feel...Since the image is also very small i couldn't read much details..Same with ur scifi crate and ur last udk…
Its a good start! But actually a lot of surfaces looks like they are from 2-3 generations earlier. There are hard edges everywhere, and everything is so angular. The fat pipes looks as they are from stone or something like this. and you are using too much texture tiling. Also, some of the elements are looking a bit boring.…
Ok, here it is. It's not a final UV unwrap, I made it just to test if it is suitable for texturing at 2048 res (it's not). I made it as a model for a non-existing vehicle-focused open world next-gen game (like Mad Max), so 50K tris is ok (I guess, but intend to bring it down to 40 anyway) but the main issue is that there…
Games is a big focus for Mari in 2014. We've been working with numerous games companies to update Mari's feature set for next generation titles. Our next release in the new year will have several games related features based directly on feedback from companies using Mari in games and lots of time reading feedback on these…
Okay, I've been scratching my head over this and I hope somebody can give me some pointers. I made the prop on the right using a next-gen workflow and it took me quite a while. I was pleased with how it came out, but it kept niggling in the back of my mind that it took an ungodly amount of time to make. The one to the left…