Inside source on IRC says : [16:46] <Vondur> well it's still beta version of the book, there was no proper edition issued, so we gift these to our foreign guests [16:47] <Vondur> and ofc non from the studio have it So no it's not findable anywhere online, not sure if it ever will be, looks great though!
The reason for the slanted turret rear was because (and i didn't realize this until recently) - the reference diagrams I was initially working from were from CANCLED prototypes of the Tiger I: I'm glad to see people object to the angle because now I'm forced to fix it ;) even though it will be a pain in the butt to do.…
Often times I get asked about my style, "How come you stick poses?" Answer: I believe that there is a distinct difference between Disney's 12 principles of 2D Animation vs. The 14 Principles of Game Animation. DISNEY’S 12 PRINCIPLES OF 2D ANIMATION Stretch/Squash Arcing Motion Anticipation Secondary Animation & Tweens…
BACKSTORY: In a time long forgotten -much as he was about to be- a man hunted in a dark forest for any signs of life. Life he would snuff out in order to provide for his beautiful wife and little girl. A loud crack ricocheted through the dark trees. His snare had sprung, trapping a hare in its grasp. He stared mercilessly…
Hello - I think the biggest paradigm shift lies in the fact that Blender will force you to work on raw sculpts as opposed to working with levels of subdivision. There are two performance reasons for that : 1 - Blender is not able to edit/deform/manipulate models as dense as what Mudbox or Zbrush can do, and 2 - while…
Cool tip SuperOstrich. Anyway, I highly doubt those normals above were generated from high resolution models. The hard edges within the pieces are a bit of a sign. rawkstar would know for sure, since he did some freelance for them for the expansions. His stuff is way nicer than their own though. I actually wouldn't look…
Long
gone are the days when rendering limitations forced video game artists to focus
almost exclusively on hard surface design. Game environment designers now need
to know their deciduous from their evergreens, as a push for ever richer and
more believable digital worlds puts a firm focus on visually immersive plant
life.…
Really cool cycle man! Once crit for you - when he leans back and kicks his left leg out, it feels a little forced. I think he should start leaning back earlier so his balance is off and then his feet catch up. Nice work though.
Yes, a screenshot and a link for comparison with our own browser view. My vote, too, is that an accelerator is causing it. Spent a few hours on IRC once, where one guy claimed the other had to fix some striping in his new painting.. until we realized the artefacts were caused from the accelerator.
I use the same programs for every project, usually in the order of: Maya > ZBrush > Maya > Substance Designer > Substance Painter > UE4 > Photoshop. Once I had this workflow down, I was basically forced to use each skill for *almost everything I made (almost, unless the model doesn't require sculpting).