Some stuff I do -Make the materials/shader of my model ahead of time, without a working asset to test it on (lets face it, creating a Cloth shader for a sphere is one thing, but a beaten up, patched vest with several maps to drive the looks of several parameters is another). -Start at the end of the project instead of the…
@artizan I'm with you here. Seems like people are upset just because you didn't note the time period of your town, and blowing it a little out of proportion. Don't think too much of it. Your work kind of reminds me of the desert map from Battlefield One. One thing which sticks out to me is the over use of the same material…
Progress has been slow, but is fairly substantial. Barring any glaring issues, once I build her shoes and get a little more definition in the legs, Harley Quinn's high-poly model should be done. Sometimes you really just gotta do things the hard way. I'm sure there's always an easier way, but when the standard tricks like…
It makes a lot of sense from a gameplay perspective. I'd probably rather sit on the couch to play this game than lose my arm to RSI. But, expect it to not fully use Battle.net (or use it at all) - I can't see them getting MS to allow it. Also the PC version would probably look better and have more features, so it's…
I wouldn't call RAGE a failure by any means, but realistically. Who thought it would be a good idea to break in a new game IP during the Uncharted/MW3/Battlefield3/ArkhamCity/DarkSouls release window??? It's a genuine marketing failboat.
Yeah one of my coworkers just showed me the youtube vid of it.. right on the 9 min mark [ame=" https://www.youtube.com/watch?v=800dQI4-LAM"]Battlefield 3 Credits (Xbox 360 | HD) - YouTube[/ame]
Part of the reason it's impressive is because there are so many unique assets at once (the city with many unique characters for example), and because there is a massive multiplayer element. As far as comparisons I'd say the detail here is better realized and cleaner than in FF13 and much cleaner than in Rage; in my opinion…
so much text here, didn`t read 5% :D But is it possible that you are trying to use the process I described here? http://polycount.com/discussion/comment/2363637/#Comment_2363637 If so, I might be able to help. Process is not up to date, I adjusted it a bit, but the basic idea is the same. Currently using it for this…
Very good point, let's say this prop is a grenade icon for in an inventory and not on the battlefield. That being said, I changed the resolution from 4k to 2k and got rid of all the shiny noise. I think I'm happy with the result but you guys let me know what you think. Thanks
Very clean execution. I think his arms and legs could use some beefing up. His legs look about as wide as his head in the concept. I like the texturing you've done. It wouldn't hurt to get some grime on him. Scratch up the metal and dirty him up. Make him look like he's seen the battlefield.