So, just an exercise I had to do for university. Only took a day to do, and is very low-resolution (for an old game engine, or something). A good break from working on my Lamborghini.
Tell me what you think.
So, just an exercise I had to do for university. Only took a day to do, and is very low-resolution (for an old game engine, or something). A good break from working on my Lamborghini.
Tell me what you think.
"... and so I close, realizing that perhaps the ending has not yet been written."
That's very good. I could easily see a model of this detail in the mid-1990's generation of games (Half Life, Unreal etc). Did you do the textures yourself?
There is no signature here. Move along.
Dude you rule...are you currently involved in any game projects?
I have project you could be involved with...
Thanks guys. No I'm not involved in any projects, but later on in the last year of university I will probably be in a team to make either a short film or an independent game (that or I get an intern position at a company).
Yeah, we've only just started the course in the last few weeks. I kind of jumped ahead and had a look at some extra tutorials, and had a go at this Jeep model.
There are probably ways to reduce the poly count, but the idea of this exercise was to show how to model efficiently in terms of poly count, topology, uv's, etc. So it's pretty basic. You'd probably get away with what, 3,000-4,000 triangles in new-gen games? I don't know.
"... and so I close, realizing that perhaps the ending has not yet been written."
Wow! This is very good, Omecle.
I'd never be able to do anything like that~