I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
Yeah, this will make a nice bake. What is your goal for a polycount for the models? You know you could actually texture the highpoly models and just create an imagedump (since you are "only" making a movie anyway). This way you could dump 30 fps into a dedicated folder and render out at 4k resolution. Later compile the images and you have a movie without the need of baking anything. On hardsurface stuff like that the Uv's should be fairly easy to create, even for highpoly models. To make everything run in realtime is not really a requirement for you/making movies. But perhaps you plan to utilize these models later for an actual game/standalone? Then it would make sense to bake them down and all that.
I don't really see the highpoly here. This model should be 3000 polygons at most. Okay, there are a few bevels, but "highpoly" means millions of polygons and sculpted detail in my book.
Done in World Machine and imported heightmap? I dig that program, even the free/basic version is pretty useful.
How did you manage to make the game look so bad? I mean that is quite an achievement in this day and age.
Can we read the graphic novel somewhere? Or will it be part of the game?
MORE CRATE DESIGNS PLEASE ;)
Yup, good choice. You will have no proprietary formats, Cryengine exporters or incomplete, confusing documentation, i.e. Cryengine. Unreal can handle large open environments with ease now. I think especially in the last two updates some performance boosts were introduced. It's a much faster engine to work with, which is good as members in projects like this fluctuate. And you don't want to take weeks introducing someone to Cryengine, only so they quit their post, in order to do something else.
It's tough! Hang in there, you did beautiful work so far and have amazing concepts. You just still have to change the engine in the description/brief of your project, up on the right.
Still loving your engine! So much work and planning you put into all this - it is remarkable. What would help you contentwise? Perhaps I can help? I'm not looking to expand my portfolio. 3D is more or less just a hobby to me now. Kind of a shame, but I am writing movie scripts as an alternative ^^
Is that on the left a bed, sofa or armchair for Jabba the Hut?
She was a pretty ****. Ehh ship, I mean!
If only that engine had better lighting! But your textures and modeling here are flawless and beautiful!
Heh, sorry I never replied. LDK was the Ludicrous Development Kit. A modified version of UDK we used to develop Rise of the Triad.
Good job! Pretty cheerful music for a survival game, I guess it could become the first "fun" survival game ^^
Is this still the version on UDK? Seems so. Looking forward to your U4 update. I hope you can get it to work!
Is there going to be some kind of culling, to prevent you from looking into other rooms, but giving you a sense of placement in the world? If this is the game camera, how fixed is the view and can you zoom out or in?
I'm just wondering, if you will x-ray the other walls or how it will be done. I find a camera is often the hardest thing in these kind of games, because it tends to get in the way or obscure things you need to see. Giving a player full control is nice, but if he gets to see outside geometry and stuff he isn't supposed to, the camera position needs improvement.
If it is basically a hazard suit, the hard edges confuse me. I mean it looks hazard-suit-like, but I can't figure out the material (cloth, plastic, metal...) or shapes it takes on. If it were cloth it would need some wrinkles, if it was plate, it would need some seams. These hard edges look funky, but they give the whole thing a kind of inorganic feel. They remind me a little bit of some character from the old Tron movie. But it is your fiction, the style is nice and maybe the textures will add the sense of realism I seem to require.
Come to think about it, these legs could be used pretty flexible. It doesn't always have to crouch around like a spider. It could draw all legs near and lift itself up to pass through gaps or reach higher. I apologise, I didn't read the design well the first time. It sometimes takes a second look.
I think this suit needs somemore definition in terms of fabric detail. A few slits and gaps here and there would help define the armor; a few bolts and screws would add realism. At the moment it all looks baked together amd it looks clay-ish. Whish contrasts with the sharp line and crisp detail of the thing its standing on, too.
It's not really that much left to do and some of the detailing should be the funpart of this model. It would also be awesome if you could take the helmet off or remove the visor plate.
Good to hear it's still going on. I used to own Mafia, but hell it's been a while, and I don't know where it is. I would probably buy it again for this mod, but have you tried talking to the company/studio who's name I forgot and asked them, if they would allow a standalone release for this mod? They could offer it for free on their website as a small token to all us mafiosis. I think it's good publicity for the studio and free releases always draw in a lot of people.
it's a lot prettier, however what settings do you have U4 running on? This doesn't look like it maxes out the detail or bounce light you can get in U4. The trees are still mostly shapes, where I should be seing detail.
Did you see you can get the Speedtree Plugin for, I think 15$ a month? You can basically download a bunch and stop your subscription. Since these trees are optimised for U4 and are completely customizable, I think you will get better results. The lighting here looks a lot better than in UDK already!
"Is this your third arm, or are you just happy to see me?"
While I do like the design, it seems utterly impractical that the legs are so large and the arms are so small. It should be the other way around, really ^^
If you can - port it! Lighting is just one of the improved features in U4. PBR materials, better culling, particles, C++, etc.
There is not a single thing to say against it. I think it is also a lot easier to use and navigate than UDK, which makes it a pleasure to tweak assets and work with them (in most cases drag and drop will work).
How many polygons is this? I think a couple of hundreds can be saved, by baking e.g. the locks and parts of the handle onto the lowpoly mesh. While it looks really nice to model everything out, you can save some polys on this and essentially get the same result from baking a normal map.
I forgot to say, the design is what counts (my comments often sound more negative than intended). I love all the designs for props and machines, so far. Characters are cool-looking, too (now).
Looking good! Though when you scale up the floor like on the first two images, it looks like it would make you trip over gaps.
I guess the interiors are all extremely clean and immaculate, as to contrast them to the exact opposite of the exterior world? Would be cool if your characters got stained by the outside world and have to go through some decontamination before entering the interiors again.
I still think it looks a little bit too clean. Will there be any decals or particles (e.g. dust) to liven up the interiors a bit?
Also, the walls with the doors look busy and noisy, compared to the other wall panels.
Again - proportions are wrong. You need to do more and more detailed research. Here's a video of a guy who build it in cardboard. Spot the differences?
Where is the baked version? The grip of the sword looks squashed, but that may be an perspective/camera issue. Looks good otherwise.