Exevalon: Thanks man :D Snowfly: Hey thanks man, you make some good points I might touch those things up - im thinking about making some new poses as well, but im not too sure just yet! Thanks for the headsup ill definate take them into mind!
Chamfer the edge as opposed to using smoothing groups. If you have a single chamfer the vert count ingame is the same as an edge defined by a smoothing group so it's no more expensive. I usually add a small inset support edge to the chamfer as well though, to help the reflections play nice without normalmaps to help them.
Thats not the problem, the green channel thing would have much much worse errors than this. These are much more subtle than that, if it was just that it would be universally fucked with errors everywhere and very easy to spot. The shader has an option to flip the green channel anyway, that was one of the first things i…
Just when I was about to get over my craving for BoBo :P I'm definately preferring the latter rendition of Abe, can't believe I missed ur previous update. The sketches just exude style, also liking how clean the linework is and the use of blue colour for additional shading and negative space.
I understand the motivation to keep things procedural, but i seriously doubt those are the motivations behind the instructions you received. In my opinion, unless the project has a very defined pipeline that saves the production highpoly model for future editing and reworking, there is NO good reason to force an artist…
I figured there was a reason for that, technically I can't really help you there, I dont have much experience with that kind of thing, just trying to help you out visually with what i can see, definately something you should try and get worked out though, but I'll let the pros do that.
Decals of this nature seems like ~30 minutes of fiddling in PS with a couple custom brushes (that you could probably make from scratch pretty quickly), that will net you some brushes you can use forever into the future, and easy high-res source files to tweak as needed. AI is good at what it's seen a lot of. Examples…
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Right now you have short chubby girl if you reduce her hip you will end up with slim tall girl its up to you I think jaw defining line need more work in front view Legs could use a bit more curve maybe slight contrapposto