First time ever using photoshop. December 27th 2004 adobe elements. Second oldest saved skin I have.march 14th 2005 adobe elements(i went under the alias halo and put a lens falre in my name, hah)
Thanks everyone for the great archives, will be great to get those up on the wiki. I am also currently on holiday (first time hiking Moab, amazing place!) so I don’t have access to a proper pc, to process everything properly. If Vertex is available on Gumroad then it should stay there, so people can donate to Ryan for all…
@Isunoj Sorry about the delay, October has been crazy busy and I haven't had the time to put the next one together. I will have a new one for November-December since this month is so close to ending.
I built basically the same system (different case) in december with the 560 ti, same amount of ram and a i7 and its been absolutely awesome to me. I'm sure the 670 is a killer improvement if its in your budget though.
Hey everyone! A few of you may have seen the sculpt that I had posted for this Cello way back in December but after being distracted with work and other projects for the past 7 months, I finally managed to come back around and wrap things up! https://www.artstation.com/artwork/68bq3N
Looking forward to seeing what everyone comes up with! Last Update (December 19): Attack Front View [vv]114955946[/vv] Attack 3/4 Game View [vv]114957918[/vv] Run Front View [vv]114955945[/vv]
Rig: https://cubebrush.co/olenka/products/1tsmhg For the optional animation i will be going for an ultimate and doing inspiration with the tick-tock the crocodile from peter pan. I will be planning the animation in the next week and then do most of the animation in the coming month of December.
Here is the completed model, with textures: All that is left to do is the hair. Thankfully I'm still far under budget, so I have a lot of leeway polycount-wise to use as much topology as I need. I'm still on schedule to finish this by the end of December.
Here's a weapon I'm making as part of my November-December project: The current polycount is around 3.5k triangles. I'm trying to push myself further with higher-poly models, but this one still has a few baking and normal errors.
It's true I have been working on a custom shader for material blending, its in beta right now and will be released near December break hopefully. Heres a quick video of the features so far. https://www.youtube.com/watch?v=pdIkBh9O4as