Thanks :)
A pitty a simply don't retain any kind of render or screenshot or something from the characters I made there... :(
Muzzer. I modelled with Wings3d (it brought serious fights with boesses there, ;)) every 3d thing there. The uv mapping, with Ultimate Unwrap.
For textures, all which fit me at the moment...dp3d, Ps, gimp...like in anothe rcompany, even used Pixia.
I have no kind of embarrasment to use totally free textures found in vaults, if they were very hi res (1600 and the like) -As my methods use to be mixing a load of textures in layers in multiply mode, bumps, etc...
In last stage, for a game project I don't preserve sadly any shot, we could use a digital camera in the studio, so, several texturing works relied strongly in wel retouched photos we made near the studio. Kindda funny :)
The brushed tetxure in the gate...curiously, you are the second person to mentionm the gate...while it was a too rushed work I made really quick..:)
I was not fond of putting it double, the gate, but was imposed.Kindda bad for performance, also. U see, for then, the levels intotal got a bit hi poly for then... I remember one room-level...heck, was like 100k tris...! But the cheap atis could handle it -not for an unreal game, but wasn't the aim- in the engine...I think we did count with really good coders...such a pitty.
A pitty a simply don't retain any kind of render or screenshot or something from the characters I made there... :(
Muzzer. I modelled with Wings3d (it brought serious fights with boesses there, ;)) every 3d thing there. The uv mapping, with Ultimate Unwrap.
For textures, all which fit me at the moment...dp3d, Ps, gimp...like in anothe rcompany, even used Pixia.
I have no kind of embarrasment to use totally free textures found in vaults, if they were very hi res (1600 and the like) -As my methods use to be mixing a load of textures in layers in multiply mode, bumps, etc...
In last stage, for a game project I don't preserve sadly any shot, we could use a digital camera in the studio, so, several texturing works relied strongly in wel retouched photos we made near the studio. Kindda funny :)
The brushed tetxure in the gate...curiously, you are the second person to mentionm the gate...while it was a too rushed work I made really quick..:)
I was not fond of putting it double, the gate, but was imposed.Kindda bad for performance, also. U see, for then, the levels intotal got a bit hi poly for then... I remember one room-level...heck, was like 100k tris...! But the cheap atis could handle it -not for an unreal game, but wasn't the aim- in the engine...I think we did count with really good coders...such a pitty.