madgernader Posted March 27, 2010 Report Posted March 27, 2010 Honestly, who the hell even still uses 56k? People who dont have other service options.... Quote
RexM Posted May 15, 2010 Author Report Posted May 15, 2010 Whoa, I haven't posted on here in a while. Anyways, here is most of my latest work. Quote
RexM Posted May 20, 2010 Author Report Posted May 20, 2010 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. Quote
Jenn0_Bing Posted May 20, 2010 Report Posted May 20, 2010 It might just be perspective, but that fallen trunk looks a lot thicker than any of the standing trees. Great work on this forest overall, looks good enough to take a stroll in. Quote
-HP- Posted May 20, 2010 Report Posted May 20, 2010 That's some AAA material right there! Good usage of... everything! Quote
RexM Posted May 24, 2010 Author Report Posted May 24, 2010 Thanks guys. I re-did the fallen tree because I wasn't happy with how the first one came out. Quote
Mazy Posted June 1, 2010 Report Posted June 1, 2010 Holy shit! That looks amazing! Has got to be the best looking forest I've seen in a game to date, at least based on those screenshots~Great to see people doing high quality assets like these for Cryengine Quote
AlexM Posted June 1, 2010 Report Posted June 1, 2010 looking absolutely awesome, and with such a relatively low poly count Quote
skdr Posted June 3, 2010 Report Posted June 3, 2010 RIght side trunk seems to be floating, atleast it looks like it. Remove it and you'll have much better screenshot! Other than that, looks massively awesome. Good work. Quote
Bunglo Posted June 8, 2010 Report Posted June 8, 2010 Looking very nice, Rex. One suggestion I would make is, as long as it doesn't add too much to the tri-count, to use actual models as the cut off branches near the bottom of the trunk. Just a 4-sided cube rotated correctly will work. Once you reach a certain height on the tree, using planes like you've been doing would do the trick. Quote
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