In the middle of the concrete section at the top where there meshs is obviously mirrored, I knew that the location this whole scene would be placed was a shadowy corridor with monitors sitting up the top also so I counted on the shadow and object placement of the ingame scene to hide the mirroring.
Makes sense Thx for clarifying…
Couple more -
Great, now I have to go pick up the game.
Nice stuff!
Cheers,
-d
Awesome post, thanks for all the details in your reply, there are so many little tricks that you guys have to make such cool assets. Subtooling and polygrouping sounds like a great mem saver, I was amazed at your system specs that you quoted now I see how you manage to get such high level of detail by splitting pillars etc, out of your old pc at home even.
I was really inspired by the Production Interview that you guys did a few months ago. So I started a scene with some buildings in it that I want to add details, ornaments, damage and wear etc too. Now I can see that they have to be broken down into very small pieces. I’d like to render them into a .mov with some animated charcters. So thanks for the inspiration and I will be looking foward to your tutorials, and hopefully a mov of the Outpost Door.
super!! super!! super good stuff!!small_orange_diamond
Thanks again! Can’t get enough of this! This is why I get killed so fast when I’m playing the game: constantly gazing around, looking at the beautiful world you guys created!
!
me too etcher.
thanks for the posts Kevin. looking forward to tutorials
I’d love to see a side by side of low and high poly meshes. A before and after kind of shot if you will.
So much detail great work
Hey folks, thanks for the comments. I got confirmation that I can show my lowpoly work from ingame and the brushes i used too so I’ll try to make time for this this weekend.
Mean while, heres the Locust Throne -
i cant wait to see the brushes! thanks for sharing!
the last design’s really cool!
Nice chair
Nice work! I hope you post again, it’s really cool to see the steps of your work.
Do you work on level design or a guy is here to put together the elements created? And how you start work to epic, you always modeling?
(sorry for my english =])
fantastic
hey ror, nice to seeyou over here, i see you keep mentioning polycruncher, have you tried decimation master plug for zbrush, i’ve had great results with it inside of zbrush, made exporting to max much easier
Hey! Thanks for the comments.
I started at Scion as a texture artist doing characters and environments. a little bit of modelling on characters amd environments on Unreal Championship2, some vehicle modelling and texture for UT4 ECE edition, then moved on to try hipoly on UT3, from that point on, being new to modelling still I got to focus on hipoly only as I had a lot to learn.
Since I learned to work modular like I do, they just keep me modelling now because thats where I’m most valuable. Sometimes I miss texturing, but more for that sense of finishing my work, I like modelling more as my stuff works better when I can see it and rotate around it.
I’m not involved in level design beyond talking to the LD’s and trying to find out what I’m doing right and what I’m doing wrong. I mostly just make lots of fancy Lego pieces. Sometimes I put together little arrangements of pieces to demonstrate ideas I had about how to use a set together, but not often, the meshers here are so good that they don’t really need any input from me.
I was actually using the Decimator beta while posting here before but couldnt talk about that until the Zbrush lads released it, its much better than polycruncher ( which is also a great program that helped me for years previously) for what I do because it tends to handle plain areas better, the transitions from plain to dense detail translate well and of course its internal to zbrush.
I’ve been a bit rushed this year with our youngest Nuala , she turns 1 tomorrow… when things calm down a bit, probably around the time of the xmas break, I’ll make time to post more and show some tutorial bits and bobs.
Wel I’m sure we’re all looking forward to that - impressive thread you got going here - thanks for sharing
Hi Kevin
WOW - great work love it so much.
1 question how do you get ztools to line up just right like
http://www.zbrushcentral.com/attachment.php?attachmentid=134756
I tried so many times but using ~ but they never line up?
If anyone here know - let me know