Hi guys, This is an awesome website and i'm thankful for all the tutorials posted. I'm still new to modelling and texturing and I need some help. I'm trying to texture a mountain like this: Just like it looks in Wind Waker Outset Island. I can tell that i'ts just one pattern repeating itself around the whole mountain or…
lots of ways to do this. all of which require the shape to be closed. if it isnt use the connect tool to drag a new segment between the open areas 1.Right click - > convert to editable poly. 2.The extrude modifier. put in a thickness value and away you go 3. the bevel modifier. like extrude by you get a bevel option. there…
I heard a theory once. Might have been in a film or maybe Bill hicks quoted it or something. But I think it originated from a scientific mind. I'd like to find the source if anyone knows it. It goes something like this. NOTE: This quote doesnt really make sense cause I cant remember it properely. But you get the guist. "If…
More post-hot-coffee crap from the media. http://www.msnbc.msn.com/id/8796394/ Really not that funny at all. And the suggested ideas suck. I assumed the article would defend the mod community. Along the lines of "it is quite possible for mods to do great things for the game industry." But, what example would they give…
Hey. So a few things. I would say that for the reference sheet try to go with only reference from one project, like let's say ALL Black Swan screenshots. This would be for consistency, a person gains or looses weight all the time so they might looks different at different times. Also keep in mind that in different projects…
A: What positive keeps you in this career or wanted career? Even with all the doom and gloom. I make art for a living, I work in a smaller studio and am in a position with some freedom to be creative with my art. Later I get to see the art I create go into a playable game, I get to see how the animators took my model and…
To me, AAA / AAAA is primarily a marker of budget and production scale, not a guarantee of quality or depth. Skull and Bones feels more like an example of how a long, complex production combined with live-service constraints can erode systemic depth, even when a significant amount of resources has been invested.
I created this for someone else's thread, but It is applicable here: The left side is ideal, it's a lot easier to work with, identify and texture. While the right is a lot harder, doesn't fit the UV space as well and it will be harder to prevent a visible texture seam You want to straighten out your UVs because one thing…
I mean the straight lines features of Lazy Nezumi. This program can help to add features as radial lines, straight lines, connected straight lines, parallel lines, concentric circles etc. The lazy mouse feature is only one more and that I personally don't use too much but use everything else.
Hey guys, thanks for the critiques, I appreciate it! :) @DoctorBloup You're right about the logo, I'll try and simplify it on another update (forgot to do it this texturing session). It is a family crest (actually my sister and I's family crest - as this character is based on my sister. Story of my life KEK) so I just took…