>I should probably give you something to improve on so the only thing I can see is the cooling fins on the engine at the front. They don't stick out enough for my liking and are quite thick. On a real engine they are thinner and longer to better disperse the heat, like this: - @Bostvic Yeah I think my thought process at…
Ok so at first glance i can immediately tell that you didn't do a high poly for any of this. If you are serious about getting a job doing game art, you need to start going that extra mile and creating your assets using the current methods. The piece in this that really stands out and says "I'm photo sourced" is the brick…
Thanks for the great comments everyone, and for the suggestions :D I'm really pleased with how its going so really appreciate that. Really want to push it as far as I can. Hi Shrike thanks for the constructive comments :) the meat first :) 1.Modeled and unwrapped in Max 2.Texture -In ZBrush I projected a series of images…
Thanks everyone :D You guys are way too kind! I'm honestly just happy that I managed to finish the submission somewhat in a short amount of time :) Hi! So there are a few answers to your questions! Yes to almost everything :D I basically treated the locomotive as a piece of the environment rather than a prop. Meaning it's…
I hadn't considered that anyone would be interested in the technical side of the engine. This is all a little disjointed, but here goes: All content is pre-processed and loaded via the Content Pipeline provided by XNA. Model's are exported from something like 3DS Max and directly loaded. With Audio, no pre-processing is…
Thanks for the props guys ;) Kevin, not too bad for your second semester using Max ;) Now, onto the asshole tearing: The grass and green shit all along the buildings are far too uniform to make sense. It would generally be heavier near the bottom and work it's way up if it were this thick. I know you are doing this…
And back from holidays, So I did check on an approach to the skeleton and skin in the questions section with: A couple weeks back on 'Last edited by Kel-Shaded; 10-31-2014 at 02:41 AM..' And didn't get a no at least, So this is the way I'm going. Essentially combining the rules for the Character and VFX categories. And as…
Hey guys. It's been almost 2 months, but I've been able to work on it here and there. It's by no means finished, but I think it's in a really much more advanced stage, but I feel like I should keep getting feedback from you guys. Now that finals are over, I'll be able to work on it much more and make it really polished. I…
Thanks, PHarrod for your feedback, and it's been a big help :) * You're absolutely right about the B pillar and the windows; that's certainly a big miss by myself. * The A pillar of the interior is something I'm aware of, and as you point out there should be a few more loops to help smooth it out, but I'm hoping to leave…
It depends on the company. Some have very structured pipelines and will require you to use ver specific tools. Others don't care at all, as long as you can export a model that is ready for the game engine. I often review other people's work, and it would be a pain in the butt to open the file and check it if the model was…