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#811 (permalink) | |
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Industry Artist
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Quote:
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Supporter of Constructive Criticism |
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#812 (permalink) |
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Administrator
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Stupid Maya decided to ditch my body updates so only a head update this time around... Effing Maya POS...
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My 3d doodle thread (updated not so often anymore...) Portfolio Games Industry/Game Art blog (<-fixed the url... >_< ) |
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#813 (permalink) |
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Industry Artist
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looks good, I think I would try changing the armor on the forehead a bit though. like the face though, very cool eyes.
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Supporter of Constructive Criticism |
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#814 (permalink) | |
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New Member
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I also think you can improve her face without messing with the normals by just pushing around some verts, so I did a quick liquify example. ![]() Sounds like you're near your deadline, but she's so clean it's like the bomb hit/virus broke out yesterday. The dirt pass is crucial! ![]() |
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#815 (permalink) |
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New Artist
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Render of in-game car model.
Since I'm new I thought I'd post an example of what we do.
This is a render of one of our cars for our current game. The car and textures are game resolution. 20,000 polygons (level of detail 1) 1024 paint texture 1024 mechanical and engine texture 512 interior texture (The interior level of detail uses 1024) 512 wheels 512 tyres gloss maps and normal maps vary |
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#816 (permalink) |
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Industry Artist
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Cheers, Josh (and Flo).
I may tweak the face a little like suggested. Mostly around the eyes, but I'll keep the jawline as-is, I kinda like it. The leather does have a pretty worn effect on it already, it's much more apparent when the model is moving past lights and none of the spec stuff that pushes the effect is really noticeable in Source which is a bit annoying :/ I'll see about pushing it further if it doens't work too well in UE3. The cornrows are actually dreads, which are a lot more fuzzy and sit above the head, rather than being tightly bound to it. So after the second row, you don't really see a lot of scalp. Someone on polycount also mentioned she was too clean, so I'll do another dirt pass on her with a more generalised spread. |
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#817 (permalink) |
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New Member
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maybe it's just me, but the tires look like they wouldn't hold very well on the road... are you still able to fix that?
![]() Otherwise seems like a very good job ![]() Here's an update on my work. Testing normal map in UE3: ![]() Here's also the front view to show the asymmetry in it. ![]() Does anyone have any suggestions for improvement? Last edited by Vincentez; 20-06-2008 at 04:38 PM. Reason: update on my work |
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