I wish I could stop the time to work on something with it. ![]()
Posts by Psyshokiller
-
-
Quote from Grin
I don't know what kind of game is it ment for
QuoteAlthough I have to say that the Vehicle is an alien one, which is supposed to fit Prey's art style.
You'r points are valid if you assume it's a Vehicle used by humans, but when it comes to alien stuff the rules change a bit. You still have to think about obvious flaws, such as the exposed driver you mentioned, that's for sure.
In the end, it shouldn't have a too big effect on the vehicle's impression, beause it's some kind of long range covering fire weapon, which means it will position in the back lines of an aussault.
Considering the spider suggestion, don't take the word spider in the title too serious, sure it reflects the basics of a spider but it's not meant to mimmic one.
-
Scaled it up already.
But remember: Size doesn't matter!

-
You remind me of Adam from Mythbusters.

-
Ah that's the kind of comment I like to read.

I think the main reason for the "random curvy look" is, that there was no concept and alot of things has been done spontainiously, more or less. Although I have to say that the Vehicle is an alien one, which is supposed to fit Prey's art style.
I know that these points are still valid even with these facts.
I'm not too confident about the body either, but I do like the way the legs turned out. Could you go a bit more in depth about them?
Thanks for the critique.

-
Haha pwnd

Been thinking of levels either.
Capone: Is your request only aiming at world textures, or do you take model skins either?
-
Had to put it away due to possible scan distance problems. Also I had to add some more polys to the joint there, to prevent nasty stretching when animating it later.
-
Thanks for the comments guys.

So heres the final leg: Everything was subdivided on the highpoly in that render and I optimized the Uv's which results in a much more crisp look on the frist 2 segments.
[Blocked Image: http://xs319.xs.to/xs319/07396/wi.png]
[Blocked Image: http://xs319.xs.to/xs319/07396/norm.png]
*gonna fix that smudge on the first rotating cylinder and the distorsion on number 3 in PS
-
Update:
I did the leg lowpoly and and rendered a first normalmap. Gotta tweak it here and there but I'm quite pleased with it. The body will follow soon.
[Blocked Image: http://xs119.xs.to/xs119/07396/NeuBitap3iepep.png]
790 tris
C&C welcome.

-
Doesn't look like concrete too much. It's pretty hard to define what it is, could be mud, aged metal or concrete.
-
I'd like to know more about contracting possibilitys.
-
"Wacom Graphire 4 classic XL" is cheap and good. Got that for a year now and it's really enough if you don't plan to get into painting deeply I think.
-
Looks fine so far. What do you mean by Lightmap btw.? AO?
-
Didn't play the map but the screenshots are lovely.
de_mounty?
-
Those blue hues rule Zyndrome.
[Blocked Image: http://xs319.xs.to/xs319/07391/6666.jpg.xs.jpg]
I love that penguin Koko! He's residing on my desktop for quite a while now.

-
So that blueish center is aprt of the skybox texture?
Why not make it rotate on a plane?
-
Having a great time with the pyro. He owns in cqb

-
Quote from Zombie
balance it out.
That's what it's all about!

-
Wow this is fantastic.
Never been a fan of mgs but this seems good to me. Sadly it won't play like that I guess.
-