airage wrote: »
DevMatt - That's much better! Crazy detail.
mafubash - Very cool stuff! Love the art style
Working on some attachments for my P22:
Oskar! wrote: »
Finished my Wildstar Fanart. It's based on Carbines Moody concept.
This one is 5.5k tris and uses a handpainted diffuse map.
Armangelo wrote: »
I should drop in some more. Always a refreshing call to improvement.
Telephone booth for a scene I am working on. I have to do some fixes to this (like the color of the cable), but otherwise done.
gilesruscoe wrote: »
I made a quick little script to offset UV island positions in Maya, for all your baking needs. Just copy paste into your python script editor and save to shelf
Select the UV shells/objects you want to offset, enter a value, done. Saves me writing polyEditUV all the time.
warby wrote: »
maya already has that out of the box doesnt it ? those 2 fields on top of the uv editor they are set to absolute mode by default but this little 0.0 red arrow button 2 icons to the right toggles it to relative mode !
RogerP wrote: »
Working on my blizzardfest entry
PixelPandaa wrote: »
First time posting here. Been using ZBrush for about 2 months now.
Made a Mecha Moogle, any crits welcome
tsabszy wrote: »
BlizzFest entry wips
that spacemarine woman is awesome
Abidus wrote: »
Nice concept! To me, it seems like a really high poly count for the design.