Hello my name is Chris, and I am a gameart addict. I think what I love about 3d is seeing a character come to life. The tech is moving so fast there is no time to get bored and we are just scratching the surface of what 3d will become. Our grandkids are going to sit around and giggle at the fact that we watched stuff on…
I think it looks very static and boring. Tie fighters are really fast, thats their thing, get some motion blur in there :) maybe some engine trails. also the final angle/shot is not that dynamic. EDIT: also checked your step by step on your webpage, I think the second to last step, before the color grading is probably your…
I havn't made a single uv inside 3ds max for years because there was too much manual cutting involved in the past (don't know if it improved, have to check) but i find Headus Uv very fast. Before exporting to Headus, i assign my smoothing groups, export and with few clicks, my mesh is unwrapped automatically according to…
Is looking lovely dude!!!!!!!!!! great great! just a few notes here. adjust the stlyzed smoke at the end (the ones that spreads after the impact). The curve of animation should be starting fast at the beggining and then slow it down until the last "pose" when they dissapear. Also they should be coming out a little bit…
I cant wait to see this at the cinema, the shots in the trailer were excellent. with the 3D, how much depth do they project? the last time I saw a 3D film was at Disney world (i think) with polarised glasses and they made everything look like it was right in front of your face. It was fun until the novelty wore off, then…
Hello there!!! Here a new mini fast personal challenge :) I would like to do it in one week but I have to save the world from Diablo :) I think it will took some more time :D My plan is to do a little scene in UDK, Will probably add some fireflies,... I start it last week with that : And now I just finish the mesh : Hope…
Hey folks, sorry if this isn't a suitable topic - I'm trying to find an article which I think was written by Robh Ruppel and posted to Polycount about the importance of providing areas of low-detail in concept art in order to give the eye a place to rest. Failing this, any articles on the same topic would be useful...!…
So, I start this a few days ago... It's going slow but I hope I can speed it up so I can finish it on time... The concept is basicly as the BattleCast series of skins but somehow more futuristic and darker, gotta figure that out yet... Not always work with sketches before hand, and this time is not an exception, I don't…
The main problem I see is that the street scenes comes off as a bit flat. The main reason is due to the fact that there is a lot of noise, and the silhouettes of your models are getting lost in the similar colors and similar detail density of the crap behind them. Also, in the top pic, there is a slight composition…
hmm...right idea tyler as a basis. but, I know the basic element of MC is a cube but you're thinking too square and uniform for my liking. I'd prefer to build something a little more organic in shape, if you get what I mean. Also. 120x120 is definitely not epic enough. Actually. Having a little think, we need to be a bit…