It looks weird right now because that bulge you've got at the base of the neck resembles what you'd see from a breastbone in a baby featherless bird, except you've got it way higher up, on the neck. I've lived with 4 birds (have 3 right now), my wife has lived with over 10 of varying species - and none of them have a bone…
So I haven't posted in a while due to life and all that jazz, but I have been working on this when I've had the chance. Hopefully I'll work on it a lot more in March and get it done on time...!? So this is as it stands now (Maya draft render): It doesn't look like it's changed too much, but I have been doing some sculpts.…
Thanks everyone!! Now my internship has transitioned into a full-time position! :D Couldn't have done it without you all :] william - For building the lights in UDK, you have to have a 2nd UV channel where none of the UV's are overlapped. UDK will read the 2nd channel, not the first one. So in the first channel, it doesn't…
It looks like these guys have done this before, and none of them exactly looks to be straining much. In high school with a few friends from the football team we used to pick up and move cars of friends, coaches, and teachers just to mess with them. We wouldn't move them very far, but would tend to do stuff like turn them…
Well I don't really have anything to show as of now. It's just the drawing. None of the actaully coloring has begun yet Thanks for the link though, I'll most likely use Rubber cement to mask off the main high lights. Rubber cement seems to do the same thing as that frisket. I won't be gouaching this time, I had done it on…
Looking great Chris :) thought I would annoy you with some cloth stuff hehe Basically I think its a bit too busy and looks like you have jumped up subdivisions possibly a tad too quickly. Ive attached a paintover of a few things I like to do that may help you and an explaination below, take with a pinch of salt though :)…
It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K,…
Looking for skilled 3d people who use 3dsMax v6.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, texturered and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (2000-2500polys) to unique ones (5-7k polys). Bipeds…
Looking for skilled 3d people who use 3dsMax v6.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, texturered and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (2000-2500polys) to unique ones (5-7k polys). Bipeds…
I also observed that the flickering occurs when I'm at a distance, but it doesn't happen when I'm up close. I did some research and found a post suggesting that I enable mip maps. I followed a tutorial that involved adjusting the mip map settings, which did help reduce the flickering, but the quality looked lower when…