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they are flat... merely prototypes... I'm trying to develop a texture and model unwrap that would allow me to use one texture for all the billboards/posters/flags/whatever on the entire track, and still look like they're put on some sort of real surface. They're merely at a "pixelation check" stage right now. So far I don't believe there will be too much pixelation on the things... I just need to make sure I've got a good base for making an actual poster out of them now
And composition of the scene was really haphazardish. heck, play the animation through and the cars travel through a dumpster heheh. mainly just testing out to make sure I had the stuff set up properly for animation, which I didn't... on one of the cars, you had to rotate the tires backwards to get them to turn forwards... lol ![]()
Last edited by multimediaman : 05-28-2006 at 05:25 PM. |
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I think your demo reel is coming along nicely...really solid work indeed.
As for Dennispls' comments on your ability to get a job with this reel - I disagree. I am a 3D artist in the videogame industry and even though we are working on next gen titles (xbox 360, Nintendo Wii) we would definitely hold someone with the ability to create high quality low-poly work and good looking smaller sized textures in high regard when deciding to hire them. By all means include models with bump/normal mapping on them in your reel, but dont ignore low poly modelling and lower res textures. They are VITAL skills in modelling for games and will be for many, many years to come. Most artists who are skilled in low poly modelling can easily put more detail into their models and textures if required, but artists who can only create high poly work are often rubbish when asked to model and texture low poly stuff. |
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