That's implying that a 1 pirated copy is 1 lost sale though which is a very skewed view of it. As noted from the link i posted earlier: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy @Squarepants Gabe Newell (CEO of Valve) says that piracy is a service problem more than anything…
Ah... sorry about that. It was late. Anyway, this is what I'm trying to generate a normal map for: http://www.mediafire.com/view/p98rwafw79lsuqh/overview_pic.JPG This is what the Uv's look like: http://www.mediafire.com/view/kp4pcxp2f44u2zn/uv's.JPG And this is what the normal map generated…
This is because front and side views are drawn orthographically, meaning no perspective. So when drawing angled views we need to put in perspective. Quite often the perspective wont be perfect in the drawing either, so while it is possible to match it up using the field of view of the camera, its not really worth it. You…
The most efficient way to draw that heatsink depends entirely upon how the mesh is going to be viewed and on what platform. If it's going to be mostly viewed from above you might be able to get away with a stack of alpha test planes. Viewed from the side you'll want some thickness to it so you'll have to model a section…
Update: I think I'm gonna go ahead and submit this. Made some minor tweaks to the lighting and details. I'm also going to scrap the storm cloud idea as I think it will look better without the cloud and lightning disrupting the atmosphere I've already set. It was a nice contest and opportunity nonetheless and I look forward…
here's my first attempt at an animation for this guy. i haven't done any animation in about 4 years, so i feel a bit rusty. any cc is welcome. i'm going to try a couple attack animations where he uses his horse as a hammer, a spear, and a joust thinga ma jig. hell, maybe he'll use his horse like a pole vaulter too. run…
nitewalker- do it the way that suits you. experiment and see what works best. Often with organic stuff there is no magic bullet. Using a grid would be fine. I take my side views in pshop and try and line them up best I can, but just tracing a side and front view will not guarantee great results. I tend to glean a lot of…
All caluclation, comparisons must be done in the same 'space'. I.e. camera space is the view of your rendered world from the camera perspective, light space is the view from a single light source etc. It is better to use a single space and transform all other data from their original space to this common space. Most modern…
Hey guys, Some really nice work going on in this thread! I Wanted to do something a little different. A stylized head different from the creature approach. Took around 4 hours. Actually really enjoyed doing this! If ya like him could you please give him a view on CGHub, can never get passed 5 views D: -…
Been working on some other stuff for a bit, but I'm back to the Priest. Here's some updated screens. Parts that are still pretty rough: - Skirting -Hair (not very happy with how uniform it looks right now) -Items hanging from waist wrap (sash, rope, satchel) Quick BPR closeup of his face Front and side view of the Priest's…