*Edit Here is the finished project: [ame=" https://www.youtube.com/watch?v=hQdOnK8lyWY"]Demon Warrior Model Showcase - YouTube[/ame] *old post Hi everyone! My first post here! I am at the process of converting my zbrush sculpt into game rez character, gonna try and maintain the polycount under 10 000. Here is the zbrush…
I'm working on a shader that would use the Alpha to distinguish which RGB channel of a texture to display. My thoughts on how this would work are; A:1.0 = R, A:0.5 = G, A:0.0 = B, Is it possible to build this using Linear Interpolation nodes? If not what would be the correct approach? I'm working with the Strumpy Shader…
Do not, under any circumstances, attempt a 5K run (or walk, or crawl) when the weathermen issue a so-called "heat advisory." I'm pretty sure that's like the meteorologists' secret code for "may cause spontaneous human combustion." It's a heat index of about 105 degrees here today, with the sort of humid that will crush…
I got the email days ago. I kept track of the progress, and was hoping for a demo soon. [ QUOTE ] Joust 3D - STOPPED After discussing this step with Igrok our coder I feel that carrying on would only delay the inevitable. I feel depressed that this is the scond project I am part of that didn´t work out. Why? Hard to say.…
Here follows a list of UK Developers, mostly console and mobile games but theres a few interactive tv and slot machine companies as well. I've left out audio companies and places that produce tools etc as Im trying to list places for Polycounters to get work. So I'd like your help in filling in the gaps. If you know of any…
Is the blade a separate subtool? I wasnt really sure by the answer you gave cryrid. If not, it would be worth while spliting the mesh into polygroups and then into subtools as you can subd each subtool to the maximum polycount that your machine can handle. Another option would be to retopo the blade and re-project. Also…
Well this was fun while it lasted. Didn't even say anything and got banned - drakino set mode: +b *!~bigpet@dslb-088-076-065-188.pools.arcor-ip.net - You are kicked by drakino (Reason: 20:02 <> this is an admin only channel, please join #model_design)- Cannot join channel (+b) - you are banned (#polycount) edit: nvm, I…
Actually I had a problematic hipoly mesh from around 2005 and wanted to refresh it. I retopoed the thing to quads, unwrapped it and brought it back into ZB. ZB however messed up the Project All. Finally after days I brought the ZB orig. hipoly with texture and auto UV-s into XNormal, brought in the new quad lowpoly - with…
Hi, liking your work! His upper arm seems a bit off to me, like its bending, but that might be the clothing making it look like that. Made a quick image explaining what i mean. Also the boots could have more flow in the shape and not hard lines on the sides as i tried to illustrate: Like these:…
I didn't really like the last one so I made another iteration. His feet kinda suck but I can't avoid it - I should have built foot roll joints into the rig but ah well, I'll do that on the next character. Death animation 2 (105 frames) [ame=" https://www.youtube.com/watch?v=j-NFn0wK-aU"]dyingAnimation02 - YouTube[/ame]