I gotta say, I really like the swords better than the robe. Even if it doesn't look exceptional from the one angle from straight back, I think the fact that it's visually distinct and fresh gives it enough merit to stand on its own and overcome that issue.
BigJohn: That's the case with any GFWL game (except the format change). Its seriously the worst 'service' I've ever been forced to use. Generally i wont buy a game if its part of the install. Rebellion adds titans and alot of balancing, Id say go for rebellion
Worked more on the high poly, most everything is done except a few parts towards the front of the rifle and some secondary details I've never held an assault rifle before so if anyone out there has, let me know if things are looking a bit too thin.
Not bad, decently stylized. Id say the cheeks need to be more full and puffy, and the eyelids and eyes need to be more sphereical. Everything looks good here for the most part except what i've pointed out, which makes the eyes and cheeks look like they're melting.
Looks fantastic, (except the flag movement) and the layer style for your text Do not use that bevel and emboss, make the text white and itll be a lot better. Also respect the spacing of your text. On the first frame, the space between the line and the dwarven home text is really off.
I have seen people saying this, but I didn't quite fully understand it. People ave said to move everything out of the render box except one of the stacked objects, but wouldn't doing this, and what you suggested give me one unique brick , and the rest the same?
@MACHIN3 cool stuff , except for the noise/too white edge grunge the reuslts look fantastic. Did you make a custom shader to get the mesh decals working in inside of unity? Last time I checked you needed a custom shader to do the decals in unity.
Just to add to it, I tried sculpting out a smaller rock first with the same reference, and I am wondering how to tell if it is a good bake or not just on the normal map so far. (I tend to have issues telling what's good or bad with the exception of the obvious errors.)
the tables usually turn when you have a family - then Europe (with the exception of the "let's shut down everything to save money!" states) usually becomes the better choice. Also working in the US ain't as fun as in 2000 when the Euro vs Dollar rate was the other way round ;)
So i imported my model into the UDK...things coming out fine except some weird shading onto my stairs which were not there in maya viewport.I think these are smoothing errors...any ideas on how to eliminate such type of errors?? thanks in advance. Uploaded with ImageShack.us