Looks awesome Growgor.. Especially the integration of the scales/spikes on the front....! Maybe you need to go even more crazy? dare to exagerate the groves etc... With a normalmap in max the details will desaturate/wash out(my experience).... And Zpanzer keep up the steam on the highpoly! maybe blocking out the whole…
even though i like the shape and "flow" of the weapon...is deffo not a scimitar... and the handle sometimes looks a bit "squid rings and hotdog" But it is a WIP... keep at it... there are smoothing errors on the blade tip and blade attachment thing for example. Is this part of the high poly sword course? EDIT: But let me…
[ame="http://www.youtube.com/watch?v=T1o07OiJAAk"]Sculpting Draggard Kestrel: Sculptris session 1. - YouTube[/ame] I've started sculpting the next general, this time I've recorded the process so-far. If I get a positive response to the video, I'll continue to record. It does add time to the iteration process, so If you…
That's looking real sweet dude. Though the columns are looking a little strange at the moment now that you can reference their scale against the painted people. Possibly remove 2 of the columns and then redistribute them because at the moment it looks like only 3 people can walk abreast through the gaps which feels very…
quite a beautiful game. only complaint is one I saw in a review and I agree with is the really weak music selection. thankfully there's the option to put your own soundtrack in which helps that issue. just need to setup a good list of tunes that go good with driving. My issues with gt4 are how weak and lackluster burnouts…
I like this scene so far, nice and effective idea... the props are looking good ... nice job on the fountain, that is pretty impressive! I been thinking this for a while.... looking at peoples work here. To build a prop early is to zone in and detail a painting in one area too quickly I guess.... maybe better to block in…
I feel like you are aiming too high with this piece compared to where you skill wise are at the moment. I would start with something much simpler and much more lowpoly, like say a 60 poly treasure chest and get your skills down and looking good on that. Then as you get the hang of it advance to more complex meshes and…
Thanks yo! Oh yeah, I'll throw up a wireframe shot tonight. The polycount for the low poly is about 25k tris. For the high poly it was some ridiculous amount of polys (because I used a turbosmooth with smoothing groups at a couple of iterations - which really pushes your polycount up). I can't remember how many, but I was…
If the surface of the table wasn't void of detail you would realize that the silhouette of the the top and bottom of the table wouldn't line up when you remove those edges. Also the distortion on the left image doesn't look so bad if it at an angle ie: from the direction of the projection. I know some people go and smudge…
Basically you're looking for a coordinate space transform for the occupants of the boat. The boat moves in world slave while the occupants move in boat space. General theory answer would be to give the boat object an array of pawns and call the array "passengers", and either set the boat as the owner of each of those…