Here are a couple of model mock ups with paint overs: These were modeled in Maya and painted in Photoshop. You can see more stuff on my DA page if you like. cheers - R+R
Sure. But some focal points are very hard to rescue, if they are not interesting to begin with. If you pick an uninteresting subject people are not going to be interested when they look at your images. The same way it's hard to tell a compelling story about a boring event. Here are 2 examples of a pool shot from Wes…
I doubt even Schumacer himself could justify anything in B&R at this point hah. Though I don't think Batman Forever was as awful as B&R. The neon kitchness kinda worked for that one.
/r/dota2 usually keeps track of newly available stuff in dota2 and if it's good it's usually linked and talked about quite a bit. As much as r/dota2 can be real negative, when something decent hits they will talk about it and try and show it off.
Of course, I know the environment art pipeline and everything to do with modularity/asset reuse. I just wonder if I could make the exporting/importing pipeline smoother. If LiveLink is useful not only for animation, then here are the list of changes in Maya that I would love to do instantly see reflected inside Unreal…
One thing that comes to mind is Simon Trümpler's website. He has some nice breakdowns of various game VFX, but also a ton of other resources! https://simonschreibt.de/
Day 2: So over the night I decided to make a program that would generate triangles, 'rotate' them and make them spread out so it look like an explosion. I created this in around 30 minutes in a language called processing, mainly because it is quite easy to create the effect I wanted with toxi's toxiclibs library. Here is…
There are things about max that annoy me, like snapping to the grid, and the material editor. Slowly discreet is fixing the issues I have with their software, so I'll stick with it until someone pays me to switch. -R -R