You are taking this tutorial way too literally. You have to keep in mind that building a solid mesh structure (connecting edges, filling faces, and so on) and capturing the likeness of a character are two different things - clearly illustrated by the fact the the end result of this modeling video looks nothing like the…
Don't hack on epic, there're technical reasons that a real-time rendering engine not works like a modelling tool. The problem is not really the baking of a normal map, but the tangent space matrices per vertex. I.e. mirroring a normal map means to have two different tangent space matrices at the shared vertices, and which…
Hey I'm Matt, one of the Game/Level Designers of Mercury Shift 3D. In general, one of the main goals of the game concept has always been that it should be a fun multiplayer experience. That's how we came up with our main mechanic, the shift. What it basically does is, by hitting a button (both players can do it) our two…
Cryid : I see what you mean, but still, the person asking the question never asked him to clarify his point, since he most likely already heard it before. Two very specific questions were asked, and instead of an answer a lengthy rambling was issued. It happens a lot when talking to people who like the sound of their own…
It is all looking really good. You have a good understanding of anatomy and I see you made the corrections that were already pointed out. The one thing I am noticing in your base model (before clothing) is that you appear to have an extra set of abs which is pushing the location of the belly button too far down the torso…
I'll help yah out here.... i've been working with cascade for several years now. the links these guys have posted is about the most help available you'll find out in the interwebs on Cascade. I was in a similar situation a few years ago when i was sat in front of cascade and said go. there was zero help out there at that…
Parsnip: I don't have any plans for custom models right now, but I'm probably going to do a texture or two that will show where breakable walls are. Vig: I'm still trying to figure out where the best places for the spawn rooms might be, but those corridors are some good suggestions. Something I've been thinking about doing…
I double that LOL and raise it that when I run a studio, every applicant is going to have to beat me at an arm wrestle. Left armed, BEST TWO OUT OF THREE On the subject of art tests; I wasn't too bothered, only did one in the end anyway (SD.) The only thing that bothered me was the length of time for that particular art…
Nice work and Nice site. It took me a minute to realize that the texture sheets were associated with the model to their left, I would consider grouping them more. All you'd have to do is remove the spacing between the model & sheet, but leave the spacing around each pair. I think that would help. As for the work, it's very…
perhaps after things like lair, heavenly sword et al (let me just add MGS4 there as well, will ya :D ) you should maybe wait for killzone to actually come out before judging it. the first one was a very very average shooter - not remotely close to e.g. 'black', the psp version not that great a game either and i can't…