I'm posting up some of the great 3d art done by various artists that hasn't been shown on polycount (at least not in a dedicated thread). EQ - AxeFlag (Completed) AxeFlag (Complete) by EQ thefatladysings - Armour Shard (Work in Progress) Armour Shard (Work in Progress) by thefatladysings EQ - Retribution (Work in Progress)…
I think you are running into issues like that because the object you are making is not easily 'quarter-able'(?). If it were, you would have no problems using symmetry evenly across the object. Here's an idea- from your base model, slap an edit poly modifier on it. clone and rotate the element around their axis till you get…
You're totally welcome I wouldn't be scripting as much as I do, if a few people here hadn't smiled on me during my headaches =) I don't have time to explain right now, there is a way to move the planes to where you need them to be. Basically you find an extreme point and tell it to move the plane there. There is also room…
Must you always post after me. It's like the bajillionth time. I turned off mouse smoothing, and it helped, but there is no sensitivity per axis settings, and i still have trouble aiming normally. It's like the speed of the mouse designates sensitivity also. When trying to make well aimed shots, the cross hair moves at…
That's a bummer, might want to give MoPs Normalize script a try it started out compatible with 8+. http://boards.polycount.net/showthread.php?t=52415 I agree, align to face would be handy. In 9 or maybe 2008 they added a "quick planar map" button that does roughly that. Super effective. Before that I think it was a script,…
Ah dont feel to bad if you really want to wrap your head around it read the following book. Shaders for Game Artist and Programmers I Actually add this shader to one of the games my studio is working on and I did get this to work the same way but with out feeding everything into the custom lighting node. In mine I have it…
Totally f-ing awesome. The one thing I see that stands out is the eyes in the references are wider whereas you made hers rounder. Just scale the eyes down on the upward axis a tad.
thanks so much for the explanations. I guess to justify that long ass texture map would be saying that i didn't want the dirty textures to repeat. The stone texture that is underneath all the cracks and dirt as well as the bottom portion all scale on the x axis like so I then used a grunge map and multiplied it onto the…
sweet job bro. But then, you knew that ;) Hey one thing though, the axle on the front wheel looks like it isn't centered. easy fix if you feel like it.
Thats cool thanks for doing that. Heh EA are conspicous by their absence. So are quite a few others in the bay area If you dont mind me adding. Pixar in Emeryville ( we can dream ) and ILM over the bridge. Also over the bridge in San Rafael are visual concepts. Oh and Crystal Dynamics ( working on Tomb Raider right now )…