Looking pretty cool man. I think you should really include some polycounts and texture map layouts. If your making the jump to games, this kind of information is really important. My main crit would probably be with texturing. It looks like you have some noisy normals in some of these where it is unneeded (the one gun…
PCs didn't standardize until the 1980s when IBM clones started making up the 'PC compatible' market. Before that, there were tons of machines, all with different internal layouts ans capabilities, with their own software. It depends on what you need, and what you have available. It would take longer to write the software…
Id seriously consider getting a case if you plan on getting any of the newer gen graphic cards. They are huge for one. and they also put out a ton of heat. My brothers 4870 burned out in under a year after having been put in a similar case. It is just too crammed to effectively cool and it just builds up, then cools down,…
Hi Dave, lovely work! more on the textures: 1x 128 texture map, 256 colours. (8-bit) 1x 128 specularity map, 16 colours. (4-bit) 1x 128 alpha map, 16 colours. (4-bit) 1x 32 env map, 16 colours. (4-bit) (for use with the specularity map) An Env (environment) map is the "world" that is reflected in your specularity. The…
@Target_Renegade: Lighting setup is just an ambientlight, a sunlight and some omni lights. Values for them vary for each different screen. It's rendered in the default 3ds max scanline renderer with a little bloom effect to give it a more game-like feeling. @erik!: Agreed, I think I've copy and pasted to many ivy planes at…
thanks vig, it's definately good advice. i'm getting worked up over things that aren't that important. and i will keep this in mind: "Construction shots - wire edges on a faceted model. Texture flats - Final Flats and Wire overlay to see UV layout." but i think i miscommunicated my post a little...it's not spec i have the…
[ QUOTE ] Gonna try and get this one done fairly quikcly [/ QUOTE ] hahahah... this thread was already at the bottom of page 4!!! Shows what I think fast is! Slug creature texture is coming along... still have to do a final pass of shadows and highlights, add markings, add some reflections etc. etc. etc. Have been battling…
It sucks... scrap it..(how's that for ripping :P) Seriously, I'll start with the positives. I really like the idea on the menu bar. It may be better to have as flash, but I know you probably don't want to get that involved. I'm thinking flash would be a smaller file. If possible try to reduce the file size of those images.…
Looks good. A few critiques: *The full screen images don't have titles for the pages (not a biggy) *Pages load slow for me (May just be your host or my system), but you should see if you optimize it. It looks like you may be using images where it isn't necessary. For instance, your menu buttons don't have any detail that…
Umm, can we see your low-res game mesh, and your highest-res ZBrush mesh? I can't think of many situations where it'd be advantageous to bake the UV layout of the game-res mesh into the ZBrush low-res mesh. If your game-res mesh isn't matching up well enough to bake normals accurately, it sounds like it needs more work.…