3d environment artist and level designer. Recently graduated from liverpool John Moores university with a BA HONS in Game art
looks really good, texture is too clean for my liking though.
looks quite tidy man, i know nothing about bikes so would need to see it in a clay render but..... the exhaust the pipes running from the engine are they in constant view? if thier not you could lose a few polys on areas where they cant be seen. lower poly without losing detail is always good in my eyes.
digital distribution is the only way to slow piracy, i dont think we can ever stop it.
steam/desura/psn/xbl all have the capacity to be the sole way to buy games but unfortunately the worlds not ready to let go of physical media
cant really crit anything cause its al been said, good to hear that youve already made changes, get the new pic up
unique assets all the way, if your gonna use somebody elses work get permission and if they dont give you permission tough
could use the normal map for the eyes tooother that that looks great dude. texture works really well
wheres the texture :P nah just kidding awesome work man really quite inspiring
ive heard good things about wings3d. not keen on the design of the gun i guess it is, when coming up with original designs for stuff its always a good idea to start in the realm of "actually exists". use realworld stuff as the base for your fantasy designs.
that doesnt mean if your designing a minigun you have to model it exactly like a real minigun, if you use real world designs as a base for your imagination things will always be more believable
looking good man
cool if you still want a guide for importing to udk let me know and i will finish the 1 ive stated
loving the face mask great details
looks great man, i love in game stuff
i will write up a tutorial for my workflow for udk over the next couple of days, its not gonna be the definitive method and i'm sure others will do some things different but it works. :)
i'm not saying your work is bad infact just the opposite you can model really well. the reason i say dont render in vray is because this website is a game development website and showing off archvis stuff doesnt really lend itself to the goal of the website which is to bring game designers together.
your models are good i just think if you was to put them in a game engine and showed them off that way it would help you to get that constructive eye for details and teach you how to recreate that detail without the need for extra geometry.
i like your modelling in all the stuff youve posted up but i really dont know why your rendering in vray it's never going to be useable in a game and as this is MODDB surely you should be producing GAME ART. render using mental for max renders and show off your work in udk/unity or another game engine it would impress people more if you can get that same look without vray
would like to see just a wire frame instead of the fade from texture to wires. how many polys is it? looking i would say under 2000 which is basically what call of duty black ops on the wii has
yeah add in some bg stuff maybe a comet coming round the back of the planetyou could get some really nice effects for the tail
yeah the ground was something i really needed to work on the normal map. i may go back to it and finish.
this image is from unreal at medium graphics setting
really nice man details on it are great. whaatsa the poly/tri count
yeah this scene WAS going to get the full abandnned for 1000 years treatment ut then i lost everything bar a few renders.
eventually it will be a platform for a crane
yeah i agree with dirt 3dmotive are a really good site and everybody should check them out even if youve got 20 years exp
haha will do
I'd say for an alpha preview its looking pretty decent. the animations need huge amounts of work and the level needs more detail but its alpha so i dont expect to see fully finished levels and things.
keep it up guys and in responce to your question i would like to see more behind the scenes kinda stuff it always interests me what teams are like.
handle looks great would like to see the rest get the same treatment. :)
really nice man can you put the wireframes up too :)
i like this guy, he brings back memories of zelda majoras mask, playing as deku link and the sad face he had. :)
i think you should try and eliminate the triangles if your going to be mesh/turbo smoothing you also have some polys that are ngons (5+ sided) that should be worked.
obviously if this is just for your own personal pleasure you can have it with as many tris and ngons as it needs to hold the shape, but game engines dont like the ngons and during mesh/turbo smoothing the model you will get some smoothing/shading errors.
looks really well put together man can up put an image of the wires up :) My only crit is the roof area might need a slight reworking.