I finished up handgun and rifle animations this evening. After that I got around to fixing some bugs that I have been bothered by for a long time. I also started working on a hit effect script to put special hit effects on objects when they are hit with bullets. But it seems like there might have been a beer or two too…
Having something of value is usually as simple as just not being a douche. I only have two friends that are artists and the rest are people I've met irl or thru online games who are all working in totally different careers and couldn't help me out if they wanted to. The only thing of value they have to offer me is that I…
This environment really has come quite a long way, Seriously good control on some of that water specular and IBL, some of the lights may be a bit too powerful in areas, mainly the statue and the left most set of Traffic Lights. I say this only because your industrial spot lights scattered aren't as strong as those two…
Generally working at 100% (native res) is good for making big sweeping changes/details, then zooming in for pushing subtle details. Constantly zoom out to about the size the player would be viewing the texture at to see if it reads well. I generally try not to stay zoomed in to one spot for too long or else I get stuck and…
Eric, back when you added me, I took a look at the formatting for wiki post and did the typical thing that first time wiki editors do and NOPED outta there. I think a blog would be a good idea, just like the current recaps, it would have RSS then too. the problem is how to make it collaborative... EDIT: I don't think it…
Hmm, I'd say it usually boils down to: HP Model = Quality Generated = Saves time Sometimes a combination of the two is a great way to go. But it really depends on the asset, too. And art-style as SHEPEIRO mentioned. I can't confirm it, but from what I've heard, at DICE they tend not to work with hp models at all unless…
After you scale it, you could give it a quick pass or two with the Matchmaker Brush. The straps should be simple enough that I can't see it causing too much cleanup work. Just maybe hide a few tools when you're doing so so that you're left with just the mesh you want to deform, and the mesh that you want it to deform to.…
Didn't you read any of the responses in the last thread you had? Working in the resolution as is, is not a good high polygon workflow. You could build that in a about 1 minute as a subdivision model. 1) Make two spheres that are not so high res that there are too many verts to handle ( 16 sides or so ) 2) Fashion one into…
Hey SyncViewS, Thanks for the fix! One question for you though - [php]-- uncomment this to reset the spinner after each adjustment -- sPushCage.value = 0.0[/php] Did you actually get this to work as well? It resets the spinner to zero (just the projection mod does), however on the next spin the cage gets reset as well.…
@Alemja Thanks a bunch, that paintover looks a lot better! :D I'll be adding some richer colors to the face and body. @Spoody I think you're right! I'll see what I can do with those straps on the back, they do look a bit boring. I may try to move it down and paint a little bit more on it, but it may be too late to turn it…