Thanks for posting Derrick! Hi, I'm the author of this shader. If you have any comments feel free to drop a line here. Also, I just posted a feature list at my website if you're inclined to peek. I'm still adding more features every other day. Last night I added DXT5_NM compression compatibility because I felt that a 12mb…
As for the door I would suggest you study modularity too to get the idea how game assets work. Overall door is ok but on top left and right it bumps out a lilttle bit due to its nature of design. that in later terms can cause issue when it will need to be fit into a wall. You can do two things either match the sides of ur…
Just compare the two (maybe even flip it upside down from how you're normally looking at it to reset your eye) and see what is off. -Just off the bat the painting is too soft (use a hard edge brush) -The scratches in the blade aren't in the concept and lack depth -The red wraps feel flat and lack any sort of depth like the…
im personally thinking of doing iAnimate. It has a better layout. everything AM does for you is recorded, so you never really talk to your instructor live. iAnimate, you get recorded lessons and face time with your instructor, to ask questions and what not. plus, every teacher is currently working in the big name studios…
Wanted to show off some new progress. Still some stuff in blockout, but overall pretty close to final I think. Any thoughts on lighting? Not sure if it's too dark or not (working on two different monitors here :') ) To do list: -Replace last blockout assets for final assets. -Add some more stuff to the walls to have them…
I think that "Two Listen" is right! You should focus more on one character and let that character express the emotion and interaction that you want too show and for that, you dont need 300 character's in the same scene. work on your scene mood and give more expression and energy to your character's trought the pose you…
also boolean is commonly know to mess up your mesh. its mostly for offline rendering, where the polycount doesnt count that much. there are scripts on scriptspot.com, which can help you clean the mess nevertheless. i wouldnt bool for lowpoly though. just keep it two seperate meshes and attach them to one another in the…
depends on many things, like whats the usage of your character (game, animation, etc). as an example: http://www.sintel.org/wp-content/uploads/2009/12/sintel_stage2_model.png (taken from http://www.sintel.org/news/sintel-model-2nd-stage-with-blend/) the sintel model's clothes had no body geo underneath. the only geo that…
I like modern adaptations too. But to me, that would mean maintaining the style, but bringing the assets to a next-gen level. I also like realistic adaptations of previously very stylized things. But this feels like some odd mix of the two. We get a realistic looking skull instead of the stylized hut, yet it still has a…
Yes, true there's little to distinguish between the two, for example either Blender and Max especially when outputting game ready assets though that said each still have, dare I say 'idiosyncratic?!' differences feature and workflow wise... Anyway overall they're equally viable modelling tools, it's just that one is an…