Hello VGL1995, Beautiful model and I love attention to detail. I don't know much about bikes, but this looks like a classy model, so good choice. I really like your composition and lighting of the renders. The ground bricks look noisy, have noticeable tiling and look very flat. They take away more than they add at this…
Thanks for the replies everyone, I am really glad you like it so far :) . EricV - Good eye man, I did in fact have more plates in my model. After you caught it I went back in and fixed it, now there are 7 just like the movie. I also worked on the slopes of the spine, its not perfect but its pretty close. Thanks for pushing…
@Ipcstr, thanks. You are a bit limited if you want to take advantage of deferred lighting so anything but Phong shading will use forward rendering even in dx11. I was hoping to be able to get decent results with deferred lighting so I could use it for most of what is on screen and avoid some of the performance Issues with…
So to draw things on even longer I've kind of scrapped the low poly thing and am working on producing a nice high res render. At the end of the process I might see how closely I can match the high res with the game version but I'll see. I think my rendering skills since I've been working on games have really fallen by the…
Well i hope that with this project i will make to the front page of 3d artist pages i always want that if not well i will continue doing until i get it. Few things that are missing: Spear , Shield , ear ring and something like masai thing but created by myself , the scraf is by a meaning he is in the desert , i wnat to p…
Awwwww yea! Moosy making my mechy bittles look good! For the weapons and vehicles I really focused more on giving Maury a clean unwrap versus baking tons of crazy detail stuff into the process files. I knew he would go sick and do stuff with the textures and crazy bump in 1/10th the time I could do in zbrush - plus it gave…
just in case it isn't clear--this is all preamble for a concept based on a 3d render, not a 3d render. i still expect to do the heavy lifting myself on this concept via photoshop, i'm just trying to get a decent base to work from. so any of the issues regarding blank areas, decoration, etc. will all be solved then. but…
Very rarely will your entire texture map be displayed at 100% resolution on screen. Engine/video card mipmapping will reduce a lot of your work to optimize rendering of the texture. Remember, most (if not all) game engines are geared towards optimisation. It wants to render things as efficiently as possible. 3d…
Ged, yeah thats the spirit/goal that is set at least for the high-end stuff. Just like now we will still have games around with older tech. The other point being that there is more diversity (ideally) with different approaches to rendering possible again. If you look at the past in the time before hardware rendering came,…
Well, yeah, my algorithm -much like deferred shading, which is similar to what i'm describing- won't work with antialiasing. Of course (like in deferred shading) you can do your "hand made" antialiasing by rendering in offscreen render targets which are larger than the framebuffer and downscale them. Also yes, multiple…