wow.. so much wasted uv space... first map got huge holes that you could easily fill up with elements from the other maps and the last map got this huge top area that is totally unused. you should really try to put this into a single map cause most game engines like to keep amount of textures low.. also you will most…
I dare say i've spent faaar too much time messing around in the demo, it's simple, but works extremely well without being the cluster f*** of digit gymnastics that the tony hawk series is. Not to say I don't love the Tony Hawk games, but I find I enjoy the "exploration" combined with the old school button mashing elements…
YOu know, for compant that never really had much talent in the way of games making other than awesome engines *cough* doom 3 *cough*, this game seems to be a none stop all out awesome game that really does raise the bar in every area. Its so amazingly open, so cool looking, amazing design... I just wish they would show…
Looks good, I like the design for the precinct but wondering if it's also going to have an interior, if not the places where the circular window are sitting looks like they're actually merged verts and all into the wall they're on which is giving a huge web of connection verts on the wall face that the window is coming out…
compared the to other exaggerated jetting elements of the armor, like that of the helment, the solleret pieces appear rather bland. i think they would maybe look cooler with a pointed toe, or even some wing shapes repeated from the helmet and greaves. i think because the side walls of the boot appear so flat, they give off…
I mean with shapes more stuff that can be rendered in the normal map, smaller things that lay on top of the main elements, more extruding. The problem with making rivets later in the texture is that you uwv wont be without stretching so the normally round rivets will be also stretched. You dont have to make rivets out of…
I'm going to hazard a guess that the writer of the web site copy is not a native English speaker. I'm not being disrespectful, but some of the grammar is just odd. The sub-pages of your site don't match the front page, and there are even some broken nav links. None of that does much for people perceiving you as…
I've gotta say, I personally prefer your version. The angled slats/ribs on the side look a lot sleeker. Either way, its a great base mesh if you plan to bake it to a low poly and texture. All the proportions seem spot on, and all the shapes and bevels are lovely and smooth. Any more detail would probably over complicate…
That's looking good, the only thing that is sort of bothering me is the saturation on the wood. There are different ages and types of wood but they all look pretty new. Barrels might have a brighter saturation since they have shorter life spans and are often less exposed to the elements than some of the foundational…
I'm kinda glad some people are exploring CG and pushing it. It has a way to go but so did and do games. If noone is willing to get dirty it will never get anywhere. Looking at the prices of actors i can see why anyone would prefer to use CG alternatives... specially when it comes down to showing skin, it's like you pay…