Hipshot Posted February 20, 2009 Report Posted February 20, 2009 Well... maybe it's not the sky, but there's a very prominent gradient line up in the sky on this shot: http://www.claeng.com/__forumpublish/ex ... bana08.jpg Quote
Nurb Posted February 20, 2009 Report Posted February 20, 2009 Ah hehe, thats just a very basic mockup of a huge machine-tank-thing that will sit ontop of a building over there. It wont be quite that shiny in the final level, but I'm thinking of having it in stainless steel to get a strong landmark/focuspoint in the level. Quote
michi.be Posted February 22, 2009 Report Posted February 22, 2009 theese sepia kind of style stuff looks very moody. Quote
Bl1tz Posted February 23, 2009 Report Posted February 23, 2009 Nurb that stuff looks good. I do think it's a bit odd that you're doing custom assets that look so close to assets they have in UT3 already. Is it required that you have to make your own textures for the project or something? Because otherwise I'd say save some time and use the stock brick/concrete stuff they have. Quote
Nurb Posted February 23, 2009 Report Posted February 23, 2009 Nurb that stuff looks good. I do think it's a bit odd that you're doing custom assets that look so close to assets they have in UT3 already. Is it required that you have to make your own textures for the project or something? Because otherwise I'd say save some time and use the stock brick/concrete stuff they have. Thanks, yes you are right. However, I'm trying to become a professional environment artist so I always make my own assets for my levels. This time I choose a theme that is in a large part already present among the retail assets, but to me that doesn't matter, I still want to make my own. The alternative to this would sort of be to just make the textures and models and do renders in Maya without putting them into a game engine. I like to be able to show that the assets can be used together in a game environment and that they are visually coherent. Hope that makes sence >_< Quote
Hipshot Posted February 23, 2009 Report Posted February 23, 2009 I think it's good you're doing your own assets, a lot of the shipped assets for UT3 looks pretty bad... Don't know that much about the engine though, but I guess the textures and shaders can be tweaked... Quote
AlexM Posted March 2, 2009 Report Posted March 2, 2009 Going for a high end polycount with a texture mem usage somewhere in the 256-512 range. I'm doing it entirely in max with vray since I just want to show off environment art rather than show how good I can work with an engine. Anyways it's insipred by the island of miyashima I went to on a recent trip to japan. Quote
Sentura Posted March 2, 2009 Report Posted March 2, 2009 miyajima is an awesome place, i went there myself 2 years ago. looking forward to see how it has inspired you. Quote
FrieChamp Posted March 3, 2009 Report Posted March 3, 2009 Ohhh I see great potential, very nice! Quote
AlexM Posted March 3, 2009 Report Posted March 3, 2009 thanks for the kind words got some more work done yesterday but not as much as I hopeed, hopefully have some more architetchture hammered out in a few hours Quote
AlexM Posted March 4, 2009 Report Posted March 4, 2009 That's nice, any chance of a wireframe? no problem, I've updated it since those shots, I'll post the new renders and wireframe tomorrow. Quote
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