TeriyakiStyle wrote: »
Yeah I never thought it'd be approved necessarily but I always think of the old days of Metal Gear and boxes
Davision3D wrote: »
something new from me, the voodoo fire magic mask:
Progg wrote: »
hawken wrote: »
Rhinokey wrote: »
i tried source back when tf2 came out, cause it was a game i wanted to mod,, after a ton of hassle i finaly got a soda machine model in engine,, it was so many hoops,, and then even more hoops to make a shader ... udk you kinda just export import,, then make a shader. i guess thats one of the reason tons of companys license udk,, and not many source
larolaro wrote: »
I submitted an old sledgehammer i did a year ago.
Noors wrote: »
quick try during lunchbreak
fabio brasilien wrote: »
I did this mask for medic. There are some reference and screenshots. The total polycount is 782 tris. I modeled and maped already. My friend want to make the texture... I gonna post it as soon we finish it...
zenarion wrote: »
God damnit, I so want to see the Sweet Hair o' Mine finished!
oobersli wrote: »
finally got my hat in game. i really hope the valve guys have tools or a better pipeline of getting stuff in game they don't give out to the mod community. seriously anti-artist friendly.
trying to learn zbrush's retopo with this to get the hair shape instead of just alpha's like DKK suggested, and I'm using JC Cappelletti excellent video tut, but as i haven't done retopo this way before it's taking a good few hours and on my first try i had to stop half-way and save it. (the second time zb crashed on save) So when i re-open the first file i've got my adaptive mesh there, but i can't get back to the retopo mode?
Any help would be greatly appreciated!