Thanks, that makes me feel a lot better. I've done like 0 modeling so thank you for the tips!Well you shouldn't! The polycount and detail is reasonable, especially after i quoted you and noticed you are aiming at a mobile release. The overall shape of the truck is great, you can clearly see it is modeled after the Ford F-XXX trucks, with its bend in the windowline.
If you ever feel the need to, you can always add more "slim" polygons around edges to make them more pronounced, like i did here around the trunk, on the bottom of the car and on top of the door. This will give the shame more "profile".
As you can see, my wireframe isnt too complex either, and as a novice myself, i would say between my skill and yours are maybe ten models, at most. You can get there pretty quickly if you keep at it!
Btw, this was done in blender.
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Some models I've been working on lately :3
A bit dark, but showing the inventory system in action.
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@freefall8: They look perfect!!
Thanks Glad you like it
Its 8000 x 8000m and uses unitys terrain system.
The heightmap was done with geocontrol2
I've modified the splat map via Syanyde's "terrain edge".
Great tool btw A couple uf bugs but still lots of great features.
@FlorianSchmoldt - that looks lovely!
How fast does it run?
Thanks a lot Little Angel !
srsly, Unitys terrain is very scaleable. Especially with its dynamic tesselation. I've got most of the information in my "single lightmaps" Ambient Occlusion, GI, LightShadow etc...this way it doesn't hurt to switch to a lower poly density. The realtime shadow range is pretty short as well.
Just 1 splat map, 4 Textures, no tri-planar or normal hacks.
There's lots of post processing going on but I guess the only bottleneck is the quality ssao, which is needed to visually glue the grass to the ground.
Except the road and soldier, there are currently no other meshes/shaders in the scene so its hard to compare it with other titles.
Right now I'm around 50fps in 1600x1200 4xmultisampling on a gtx460.