[QUOTE=RobbL;34669070]What I think he meant was he didn't know that Chesty produced some pretty good artwork until he came across this thread... so don't be mean ! :smile:[/QUOTE]
Then it wouldn't have been a surprise now would it..
wouldnt have expected someone like YOU to be doing anything of DECENT quality chesty *snort*
[t]http://filesmelt.com/dl/HatUV_v2.jpg[/t]
[t]http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/401276_10150775949502542_712947541_12266251_159048004_n.jpg[/t]
[t]http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc7/405755_10150775950047542_712947541_12266253_1703367358_n.jpg[/t]
[editline]13th February 2012[/editline]
it's a hat
[editline]13th February 2012[/editline]
i'm goin to bed
[QUOTE=RobbL;34669070]What I think he meant was he didn't know that Chesty produced some pretty good artwork until he came across this thread... so don't be mean ! :smile:[/QUOTE]
u fuckhead
[editline]12th February 2012[/editline]
chesty how many textures are you using for this and is this all going to be considered one model in engine or will it be considered multiple? If it's all one model but with separate textures for each thing then that's going to impact performance a lot more than one large, atlased texture for the entire thing.
true. i don't think we had considered that. in this modern age, and on unity, will this really affect performance greatly?
i think the only thing we thought would be separate would be the hat so that it can fall off in death animations n stuff? i dunno, i'm not clued up on coding and i'm not the animator
cool thread you have there mister
it's a massive surprise right
well ignoring the hat let's say that the entire body is 1 skeletal mesh but you have separate textures for each piece (arm, leg, head). that means that every single separate texture is causing another render pass and more texture calls versus just one. that can add up pretty quickly in a full game but depending on the scope of your project and the platform it may or may not really matter.
the hat can be on the same sheet or on a separate one but it won't really matter all that much other than you needing more for texture memory.
started painting a conquistador
[img]http://filesmelt.com/dl/dude_wip.jpg[/img]
was originally gonna be a sci-fi steampunk idea, hence the historically incorrect(?) flintlock but oh well
whats the point of posting every drawing you do in the creative work thread too?
Double the attention?
sorry
[editline]14th February 2012[/editline]
this is a way for me to keep track of everything i do and people can see progression and comment on my abilities as an artist as a whole (they can see what i'm not doing enough of for example)
the other thread is to get specific critiques
[editline]14th February 2012[/editline]
but i'll stop posting sketches and WiPs there
lacking in the art side of things, here is some synthesis of research i have done as part of the design module (i have to design a game for the 3DS eShop that uses 3D and AR)
[t]http://1.bp.blogspot.com/-FA2T-ezBDIU/T0JbudLf2aI/AAAAAAAAAck/rqtdnq259WE/s1600/3dspace.jpg[/t]
[t]http://2.bp.blogspot.com/-kpe1UZWgh6E/T0JcLMbxovI/AAAAAAAAAdE/6ElbzMe7Gjw/s1600/real+world+settings-ar.jpg[/t]
[t]http://1.bp.blogspot.com/-epo31D9GlPM/T0Jb4wZIBDI/AAAAAAAAAc0/R-l9K3XT0a8/s1600/camera+info.jpg[/t]
[t]http://4.bp.blogspot.com/-1u08H4FcKXU/T0Jb_j1T7zI/AAAAAAAAAc8/s-rhFu4sg3w/s1600/mic+info.jpg[/t]
[t]http://1.bp.blogspot.com/-RvQLWdo_26c/T0JmK9pCuVI/AAAAAAAAAdM/OYbVR7NehUY/s1600/game+overview.jpg[/t]
cut
[QUOTE=KlaseR;34787906]d00dle
[/QUOTE]
um... why did you post this here?
sweet doodle mate
[img]http://fc04.deviantart.net/fs71/f/2012/051/5/4/conquistador_by_chestymcgee-d4qfeel.jpg[/img]
[URL="http://3.bp.blogspot.com/-C_yqvAYQe0g/T0Ll_fuGbUI/AAAAAAAAAdY/JvijHsl7mu0/s1600/dude_fin.jpg"]biggurrrrrr[/URL]
need to do some hand studies and stop being lazy
[QUOTE=MenteR;34787976]um... why did you post this here?[/QUOTE]
sorry. my browser fucked up, i waas supposed to post in another thread.
rough character turnaround
[IMG]http://fc04.deviantart.net/fs71/f/2012/052/2/e/conquistador_turn_around__rough__by_chestymcgee-d4qhk2a.jpg[/IMG]
dull project
more simple texture work
[t]http://filesmelt.com/dl/ThighUV_wip2.jpg[/t]
gaiters and jeans
For that blue thing, don't follow the polygons if you can help it. With a low poly model, such as that one, when the texture follows the geometry rather than whatever shape it's suppose to be, it really brings attention to the low polygon count.
For instance, if you had an 8 sided cylinder for a wheel and you had some geometry painted on, it shouldn't be 8 sided, it should be round.
as a gunsmith , i can reliably inform you that "bullpup" designs appear shorter by having the trigger group linkage extended well before the firing mechanism/breech assembly, but actually often use identical or variants of the common barrels...
i would suggest sig sauer or aai , as well as fn and kalshnikov for some very interesting weapon designs. also , here is a great site for checking out common and prototype/bizarre guns.. hope you enjoy! [url]http://www.thefirearmblog.com/blog/[/url]
gunsmith eh, how's the work then?
[img]http://filesmelt.com/dl/pala_wip.jpg[/img]
started doing a colour study of a parrot. getting a bit bored of it though
Oh wow, can't wait to see it finished
Finish it!
You should really keep the progression even during the whole painting, not detail one feather, add lighting and other effects and then move to another.