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RexM

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Everything posted by RexM

  1. Thanks guys. I re-did the fallen tree because I wasn't happy with how the first one came out.
  2. New asset, rocks next : I unwrapped the fallen tree in Roadkill, but I gotta redo it to fix some stretching and make better use of uv space... although I couldn't seem to move the uv's around in the uv view much.
  3. Whoa, I haven't posted on here in a while. Anyways, here is most of my latest work.
  4. I'll post the wireframes later... for now, I'll leave you with some tips. There aren't a ton of tutorials out there - most of it is trial and error. Here is something, though. http://www.andyzibits.com/tut_low_poly_trees.html That's probably not the best tutorial, as you can really see the edges on that tree. It really does just come down to trial and error... I've never really found a full vegetation modeling tutorial before.
  5. I may release the set if the team I am working with doesn't mind.
  6. Thanks 2-d Chris. By the way, out of the Crysis 2 screens currently released, have you worked on any of the levels shown? Here's an update on the trees. I adjusted various shader settings on a variety of vegetation models, in addition to replacing the trunk texture for the trees. You might notice the improved Time of Day settings as well.
  7. It's hard to judge whether it's good or not, because you haven't told us which game you want to mod for. For all we know, that's the exact style of an older game you want to mod for. Anyways, here are some quick tips. This is of course going under the assumption that you want to go for the quality games have been at for the last 4-6 years. In modern games, you don't need to be so skimpy with tri counts at all. Most engines have various performance-enhancing features such as occlusion, and options that will aid you to setup different LoD versions for your models. Aside from having an adequate level of detail in the polygon department, textures are extremely important. High resolution textures with high-quality normal and specular maps add so much to a model. They're extremely important to create that 'AAA' look. Here's a basic rule of thumb: If you have your eyes on a company you want to work for, aim for the level of quality that they put out. Let their quality inspire you to match/surpass it. Never let it discourage you - even the people working for those companies' started somewhere as well, and a lot of them started modding. Hell, a lot of them got into the industry because of their prowess at modding, in addition to being associated with well-known mod teams. Just keep at it, and model as much as you can. If you're making that house from your mind, next try making a building based off a photograph. That's extremely good practice. Keep at it.
  8. Thanks guys. Bl1tz : I definitely know what you mean about the tree trunk texture; I've decided on replacing it with something that is of a higher level of quality, as well as having more color and shade variation on the texture itself. I think that's where I went wrong originally. Vulture : Which ones are broken? They are all working for me..
  9. Looks good, although the rocks on the beach may be too small to use as cover; unless that was intentional. Keep up the good work, I like the angle you're going with this.
  10. Here is some of my level design work done in Sandbox 2 using Cryengine 2 and some vegetation modeling I have also created. I have been mapping for a couple years now, and I hope to get a job at Crytek sometime in the future. This map is very rough, as it's mostly used just to test new models. I just recently finished this set of trees for a mod team called French Touch Studios, who are creating the multiplayer-focused title called Casus Belli. Tri counts are decent, but I may add LoD's too; so I can lower draw calls and tri counts. Some older work I did for Petrograd, a Crysis mod. This is also when I first started modeling vegetation. An older mod I worked on; the first team I was in. The mod's name was The Creation. Another map for the same mod.
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