Cheers for the reply, my main concern with it right now is figuring out what details to do in Max and which to do in Zbrush, this is the first mesh ill going into some real detail with outside of an Axe ive made prior to this.
THIS PODCAST! SO GOOD! Other Great non-gaming educational and entertaining ones; -Radiolab -Freakonomics Radio Gaming Related: -Giant Bombcast -Out of the Game -Epic Battle Axe -One Life Left -A Life Well Wasted
The mug's angle seems artificial - I'd expect the handle to be near the top, with the body hanging straight down from the handle. The axe would also look more natural if the head were pointed down rather than up.
next to an axe, a good home should have those: a spare PSU and a spare keyboard. This is your chance to get the spare PSU part covered ;) 500w works for me at home - core i7, radeon 6970, 2 HDDs
So I just finished rigging, making the masks and LOD's. I'm going to make the promo items and submit! (Sorry for the cropped photo, I know you can't see the axe very well, stinkin locked camera)
I'm loooking to hire a 2D artist to create a beat em up style game in the vein of Golden Axe, Dungeon's and Dragons, or Dragon's Crown. I was it all to be hand drawn artwork that's scanned in. The issue is, I'm not really sure how much I should charge, and for what. Any advice on figuring out a fair wage?
Hello, here's my new character. It's viking from bronze age. Would be greatfull for feedback. On artstation you can find videos and models in Marmoset Viewer. All renders are in Marmoset toolbag. Charakter polycount: 77k Axe polycount: 5,1k https://www.artstation.com/artwork/dOzAyw
Hey guys, I started working on Labrys from Persona 4 Arena for fun. It's been awhile since I've posted work in it's own thread so here goes. What do you guys think? Still working on the Axe and scene/poses, etc.
Did a low poly axe for DOTA2 over the weekend, submitted yesterday to. LOD0 ended up as 294 tri's and the in-game LOD1 was 216 tri's :D Be sure to rate up coz I love you <3 :P http://steamcommunity.com/sharedfiles/filedetails/?id=195902067&searchtext=
Looks to me like you're running the RGB output of the heightmap directly into the offset as it looks like an equal offset on all three axes. Take one of the channels, multiply it by world normal, use that. Also; do not use tesselation heightmaps for strong changes in height, it's better at refining shapes.