22-07-17, 13:17 | #5241 |
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Joined: Mar 2012
Posts: 3,741
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Wow, they all look really good!
The only thing that kinda bothers me is that they all have very bright hands that don't fit their skin color. But that's the only thing. |
27-07-17, 18:49 | #5243 | |
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Joined: Oct 2006
Posts: 2,372
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I accidentally posted in the Object Request Thread - whoops.
Quote:
http://www.tombraiderforums.com/show...postcount=1478 |
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27-07-17, 19:13 | #5244 |
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Joined: Apr 2005
Posts: 9,208
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Perfect!! Did you get these SD textures from Tomb Raider or other games?
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27-07-17, 19:20 | #5245 | |
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Joined: Oct 2006
Posts: 2,372
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Quote:
All textures & meshes from TR (mostly 3 & 5). They've been edited and cropped/combined differently. This is another object from the set. A few more 'in progress'. Last edited by disapearing-boy; 27-07-17 at 19:21. |
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27-07-17, 20:23 | #5246 |
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Joined: Jul 2003
Posts: 33,359
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They look good!
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27-07-17, 20:34 | #5247 |
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Joined: Nov 2007
Posts: 7,582
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Looks ace. Sometimes I think the classic levels look better than HD.
I can see where you got the objects and textures from... the crates on the floor are from TR3s India cutscene right? With Tony and the tents..? I am making a TR2 inspired level and was going to make it in HD, but now am debating wether to make it classic. It would make texturing and objects easier to make and tile properly haha What does everyone think? |
27-07-17, 20:47 | #5248 | |
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Joined: Oct 2006
Posts: 2,372
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Quote:
(and yes, there's some crates from India - and I have Area51 textures on the radio equipment.) It's definitely easier to make. To be honest - I'm doing it all 'classic' because I've always overwhelmed myself. |
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27-07-17, 21:05 | #5249 |
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Joined: Nov 2007
Posts: 7,582
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This is what I've made so far - the HQ versions.
I can always make them look ''classic'' if I need to - such as the new objects (stairs, florescent lights) So, do ya think I should go classic instead? It deffo would be easier for me. Plus I'd have hella more room for textures too being 64x64 instead of 128 |
27-07-17, 21:19 | #5250 |
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Joined: Oct 2006
Posts: 2,372
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Those objects look very nice -- although for the stairs I'd recommend darkening the texture for the 'vertical' part of the step, it really makes the steps 'pop' more.
As for going classic, it's up to you. Consider trying your next object in the classic style. Experiment. Although admittedly when playing AOD I'm surprised at just how low-poly many objects are. Textures are everything. Polys are not that important. Traditionally I used to make a lot of objects and put off texturing them - they piled up. I guess it depends on your workload - are polys or textures taking up most of your time? |
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