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created Robot Hunter Lodge - UDK environment
on 04-05-2010 11:02 PM
I like a good visual joke or two so I'm making this level.
Here's a WIP screenshot showing the general idea.
All textures and models are placeholder and the lighting is pretty rough too.
Last edited by sprunghunt; 04-05-2010 at 11:05 PM..
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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The screen shot is a bit small to see anything, but it sounds like a great idea. From what I can see the style looks really cool too.
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, spline,
213 Posts,
Join Date Nov 2009,
Location Chicago, IL
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yeah definitely can't wait to see more.. room is a fun shape.. i feel like there needs to be racks of alien heads, or robots, or whatever you want your hunter to hunt.. keep it up 
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, polygon,
552 Posts,
Join Date Jul 2007,
Location Austin, TX
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Looks pretty cool. As the other guys were saying , the coolest part of this so far is the shape of the room. The only thing that looks a bit weird to me is the back wall, with the shelves in front of it. Just a nitpick, but I think there is probably a way to integrate that shelf a bit better.
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, triangle,
308 Posts,
Join Date Dec 2008,
Location Winnipeg, MB
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created some new work
on 05-11-2010 11:27 PM
Here's a Hipoly for the robot head hanging on the wall:
EDIT: updated with revised antennae
Last edited by sprunghunt; 05-13-2010 at 10:26 PM..
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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Tiny well planed blocked out image (bad constant and lighting, its too dark)
Awesome high poly work, I'll definitely be watching this.
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, polycounter, lvl. 13,
7,240 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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I really dig the high poly head.
Great shapes!
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, polycounter,
863 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Robot looks cool, does it have a function or just for show?
ps: the robot antenna look too plain, how about some metal like this? link
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, dedicated polycounter,
1,473 Posts,
Join Date Apr 2008,
Location United Kingdom
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the robot is a trophy kill - like a deer head - so it doesn't really do anything.
I was thinking the antennas needed something to jushe them up. Thanks for the suggestion.
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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time for an update:
It's a hipoly pillar!
full size here
Last edited by sprunghunt; 08-02-2010 at 03:00 PM..
Reason: formatting
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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I'm digging the style, what kind of references are you looking at? kinda looks a bit art deco,
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, polycounter, lvl. 13,
7,240 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Ha! Enjoying the excitement "!"
The pillar looks great. Very nice style, simple with some nice shapes. Only thing I will say is that you should consider how you will bake these pieces out into a low poly. Right now it looks like it will be fine without going too high poly but its a mistake I've made too many times too feel like I've learned anything from it - building something that looks good high but uses to many poly's to justify being low.
Anyways, what you have right now should be perfectly fine and I do really like the style. Good luck with the rest.
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, triangle,
302 Posts,
Join Date Apr 2009,
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created gun
on 06-30-2010 11:28 PM
when you absolutely have to shoot a robot dead...
full size here
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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That is a kick ass gun, original and has lots of style. Keep up the great work.
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, polycounter, lvl. 13,
7,240 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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How do you aim with the gun, considering that the magazine seems to be blocking the front sight, and there's no back sight.
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, triangle,
387 Posts,
Join Date May 2010,
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Quote:
Originally Posted by Xendance
How do you aim with the gun, considering that the magazine seems to be blocking the front sight, and there's no back sight.
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Looks like a simple point and click interface to me
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, triangle,
250 Posts,
Join Date Oct 2009,
Location Edinburgh, UK
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Yeah the high-poly objects are coming along nicely.
Just make sure they settle in nicely with whole grand scheme of the original concept (big blurry brushes before going in with smaller hard-edged brushes is what i always say :P)
 Show meh a wireframe, BITCH!
My blog
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, polycounter,
958 Posts,
Join Date May 2008,
Location Pakistan
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Quote:
Originally Posted by Wombatinahat
Looks like a simple point and click interface to me
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What I mean is that nobody in the real world would ever do a weapon like that (well, maybe the brits). 
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, triangle,
387 Posts,
Join Date May 2010,
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The high poly objects are looking really good.
Once I adjusted the brightness/contrast I could see what the scene looked like, I like what I see.

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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Quote:
Originally Posted by Xendance
How do you aim with the gun, considering that the magazine seems to be blocking the front sight, and there's no back sight.
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well it looks kind of like a compact chain gun / minigun, and since there is never a sight on an unmounted gun of that type, i think it works.
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, dedicated polycounter,
1,686 Posts,
Join Date Sep 2009,
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created chair
on 08-02-2010 12:14 AM
a chair!
high rez image
I may give it a cushion later...
Last edited by sprunghunt; 08-02-2010 at 12:16 AM..
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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that is a very nice render of your props, could you share how you rendered it out?
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, polycounter,
855 Posts,
Join Date Nov 2004,
Location The Netherlands
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Quote:
Originally Posted by EVIL
that is a very nice render of your props, could you share how you rendered it out?
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All the renders I've posted in this thread so far have been using the 'shiny dark' mental ray shader from this thread:
http://www.polycount.com/forum/showthread.php?t=69829
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, polycounter,
1,293 Posts,
Join Date Apr 2005,
Location Massachusetts
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Love the highpoly work so far.. Can't wait to see more!
Games. Video Games.
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, spline,
128 Posts,
Join Date Nov 2008,
Location .se
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That'll bake a normal! Like the chair.
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, veteran polycounter,
3,310 Posts,
Join Date Oct 2004,
Location Denver, CO
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