KDR, have you ever heard the terms "Buzz-kill" or "Party Pooper"? Haha! I think this thread is for, if all that stuff has been taken care of and perfected. I mean I really would have hated to see the 1st design of the holodeck.
Me and my friends made an Unreal Tournament 2k3 level of our dorms and surrounding area in 1st year of university. Mainly because it was easy to get measurements and reference whenever necessary... not because we had some mad urge to kill everyone in the block.
Back to the 1940s during World War 2. 1st American Volunteer Group, also known as the Flying Tigers, painted the now iconic shark mouth on the noses of their Curtiss P-40 Warhawks. Replicated same 3D Art of war flying machine for gameplay. visit us: www.kroftlestudios.com
Hello This is just 1st cadre, I planned 10, but currently working on 3rd. I work just in my free time, so it took me 2 years to build everything just in that first one, lots of modelling and texturing. here is the link http://vimeo.com/10931099 regards
This is the character as of last week.(1st image) I finally got to pin it down to fine tune it. This is the before. This is what I've done to clean up and shape out details for it. I still have some subtools to make like her sword. More to come soon.
So I was sitting thinking about the deeper meaning of life and decidied what the world really needed was another daily speed sculpt thread... This is actually my 1st ever human head bust from a sphere in mudbox. I would love to hear what you guys think, I'm looking to improve.
http://df.magmawiki.com/index.php/Main_Page Get it there ^ Best part is that it came out on April 1st. It also isn't a joke. Seriously. So far it's really bad-ass. Tissue layers, hair growing in real time, etc. Also you can generate islands now.
http://ca.ign.com/videos/2012/07/12/hitman-absolution-streets-of-hope-e3-2012-playthrough wow awesome, the level of detail in the environments is really nice and the lighting is fantastic! I love that 1st shot when he starts walking around the streets.
hi, i had the chance of working on highpoly + lowpoly for Val's body and 1st person arm (excluding head and jetpack). concept and art direction by client, i only did highpoly sculpting, lowpoly model and bakes. there are few more images on my website.
In Maya you have hard and soft edges. You select an edge and define it as hard by going into Mesh Display>Soften/Harden Edge. Generally the 1st is better. It gives better shading, there is less wasted space in the UV layout and there less of a chance of z fighting.