deceiver Posted October 24, 2010 Report Posted October 24, 2010 Great stuff Dorothy! I reallly love the demon in chains one....great posing, very dynamic with the chain pieces flying around. Spaceship I'm working on for the client I mentioned in the other thread: Quote
Nysuatro Posted October 25, 2010 Report Posted October 25, 2010 http://www.youtube.com/watch?v=50ALl4PWgwI We had to make a dialog animation for school. So I ended up with this result. Quote
Em' Posted October 25, 2010 Report Posted October 25, 2010 In progress : on golden grip, sword phong and colors... I planned to do a hat that fit this style ^^ fucking resize clic on miniature Quote
Buddy Posted October 25, 2010 Report Posted October 25, 2010 And so the gold rush began Nice work though! Quote
Em' Posted October 25, 2010 Report Posted October 25, 2010 And so the gold rush began Nice work though! Thanks ! But it's false, my method was messy and it's a total fortune if the render is not so bad ^^ Quote
-HP- Posted October 26, 2010 Report Posted October 26, 2010 Is that the spec map on the bottom? You can't have full contrast spec maps man, it will look wrong, even the most dull surfaces will shine some light. http://www.dregsld.com/tutorialfiles/tu ... Study.html Quote
PogoP Posted October 28, 2010 Report Posted October 28, 2010 Just a little environment I'm working on for a handheld games module at uni. I should have chosen a smaller environment; I have so much to do! The buildings are all on a single 128x128 diffuse map, and so are the vehicles. Using plenty of vertex colour to get variety out of my vehicles. Quote
PhilipK Posted October 28, 2010 Report Posted October 28, 2010 Awesome Pogo! You've used vcolors really well there. You could even add a subtle gradient from darker at the bottom of the buildings to get some further depth. Large gradients are always interesting (almost) Anyway, great use of texture space. Quote
Minos Posted October 28, 2010 Report Posted October 28, 2010 Awesome stuff Pogo!!! I'd darken the bright window frames of the building in the left. They create some sort of ugly high frequency noise due to the lack of texture filtering. Quote
arhurt Posted October 28, 2010 Report Posted October 28, 2010 Wow, that's some seriously neat assets you got there! Keep posting! Quote
twiz Posted October 28, 2010 Report Posted October 28, 2010 wait, all those buildings are on one 128x128 diffuse? can we see it? Quote
PogoP Posted October 28, 2010 Report Posted October 28, 2010 Wow thanks for the response guys, you've really spurred me on. Here's the diffuse for the buildings, still got loads of space to add more stuff. As the vehicles are a more important asset for placing around I dedicated an entire 128 sheet to them. Today I arranged the assets into a level specific layout. It's for a zombie game played from an isometric-ish perspective, and you have to fend off wave after wave of zombies. If only I could get these assets into an actual game! I'm aiming for PSP so hoping for around 10,000 tris for the entire level, still got quite a bit to play with. To view the entire image, copy+paste it into your address bar, dunno why it's been re-sized! Here's a wireframe to show how the buildings are made up. Sorry for hogging the thread. Quote
D3ads Posted October 29, 2010 Report Posted October 29, 2010 That's so awesome, reminds me of GTA on the psp, can't wait to see it finished Quote
Bunglo Posted November 1, 2010 Report Posted November 1, 2010 Mine cart I did for the 'Old and Damaged' Eat3d contest. Really my first attempt at metal so there's a lot of room for improvement. Racer445's tutorials are super helpful for hard surface texturing Quote
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