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Artist's Comments
finally some more game art
these are just straight screen grabs(my favorite way of showing real-time assets) so its pretty close to how it'd look in an engine, except my computer is a POS and can't get AA happening real-time, nor real-time cast shadows. here are the specs 3.5k triangles two 1024x1024 normal, specular and diffuse. one 1024x1024 emissive map for the cheesy weak point one of max's default cube maps for the metal reflection check out the high poly version here: [link] weapons and pose coming one day (edit: turns out this was a lie haha) edit: DD! Thanks everyone for the kind words and all the Daily DeviationGiven 2009-03-10Solid, intriguing, and downright awesome; knight by ~15tetra is not a character to miss. (Featured by `technographer) |
Found in these Groups:Game development starts here! Details
January 24, 2007
231 KB 231 KB 1086×726 Statistics |
Comments
Just a quick question, for things like the dents on the back of the calves did you export the max objects to mudbox and then reimport to max and optimise?
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my CG Portfolio ---------> [link]
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[link]
like
were did you study?
how long have you been doing 3d?
were have you worked before?
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"Hippopotamus Shit ! A wife need only have a pretty face , a firm backside and big breasts like Casaba Melons. ..."
3D? , Abstract? , or just sum crazy sh*t?.. come take a look
either method is good
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