Its up!
Yeah, pretty much every AAA game uses normal maps for virtually every asset! This is, really well optimized + the normals read really well, so it's still fantastic for 5k tris :)
Thanks for all the feedback guys.
@DrSalvador, that's actually pretty much what we've gone for!! Will post revised concept tomorrow!
Polymer doesn't necessarily have a "pattern" on it, it can be smooth as anything... There are scratches, gouges and edge wear on that section. Why should it be designed so that details are obvious from all angles? What would be the point in a specular map?
Thanks for the positive comments guys!
Heya Frag - Yes, it is supposed to be clean, with signs of wear and tear. In what regard wpi;d you say that the texture is flat? Polymer and Metal are both rather flat materials, but I think the maps do it justice in regard to the depth of small details such as scratches, as well as the normals for the top and side rail.
Cheers guys! Yeah, details in terms of some wear and tear and dirt on the weapon.
Cheers guys! Thanks for the crit and "watch" BakerCo :)
This is awesome, amazing work :)
Thanks for the feedback guys!
bensimms: We are trying to push the RPG elements with levelling up actually affecting the characters core statistics (and being able to choose where they go). I really like the idea of looting though, and will definitely put some thought into something like that!
SinKing: Thanks for the crit, the normal map is working up there, but I guess its not popping enough for the time being. The triangle part of the roof is leaning towards a modernised ancient egyptian architecture, which I like! You might be right about the columns, I will pass on the feedback to the artist working on the scene. The winery scene (as mentioned above) is not the interior of that building, but another building completely that I am personally working on.
Really interesting, the mag choices from people all over facebook etc are completely spread out amongst the three, really interested in what everyone else thinks!
Heh, I was confused as to what you were referring to, I will attempt to look into it :)
Thanks for the feedback and advice, it is gratefully received.
Well it's a wonderful looking engine with impressive graphical qualities, simple to set up FPS games, good licensing system for Indie companies, well supported with documentation and a large base of experienced developers. I could probably keep going :P
In Z-Brush, the best possible workflow is to add as much detail per subdivision as possible before going up to the next. This is very early on in the process, so has probably only been divided once or twice. Of course the final polycount for the Hi-Poly is going to be much higher to reflect further detailing.
well, it's a multiplayer fps with classes... thought people might be interested :)
I imagine thats the turbosmoothed high poly in Max, not an in-engine screenie. Still sweet though!
just as a heads up - when showcasing 3D, it is best not to use a black background - middlish grey is usually best!
very nice - where do you source your textures from? the wood in that is niiiiiiice
apart from the black and white photo placed the background outside
great tutorial - thanks
Hi Jon,
Normally I wouldn't have messaged you as we are so early on in development its unreal, but I listened to some of your music on soundcloud and its absolutely amazing. I did A-level music and achieved grade 8 saxophone and I can almost always find things I don't like in a piece by a lot of the composers who come onto MODDB, but I can't find fault in yours at all.
I am the co-producer and lead artist of a fledgling games studio, Mosswood Games. We are in the very early stages of developing an indie FPS game in UDK called International Combat League. At the team is very small at 3 members. All three of us graduated from Staffordshire University this year. Myself in Computer Games Design (www.rowanmoss.co.uk, Nick, our exec producer, graduated in Online Multiplayer Games Design and our concept artist, Emma, in Computer Games Concept Design (http://www.ema-woollard.blogspot.com/).
All we would require a few tracks, for the main menu, and maybe a few short action tracks for when a player joins a game, and maybe a nondescript looping ambient menu bit for when players are setting up class etc. The idea of the game is that its a spectator sport, with thousands of people in stands watching you shoot people, so it could go from anywhere between wrestling music and Tragic Hero 7! :P
It is a strange time to join a group for a composer, but we are a team dedicated to releasing this game, and it could be a good opportunity for you.
I look forward to your response,
- Rowan
rowan_moss
Rowan joined
Graduate of Computer Games Design at Staffordshire University. Currently looking for an entry level position as an Environment Artist.