Time to double update this thread! First up an updated "CTF" version with lights of the big ol tech. http://i.imgur.com/WZlQxfL.jpg But that's old news, and my latest last minute project has been something else. That "something" is a return to an earlier concept, specifically the 3d blockout I spent a little time with.…
You've got half the answer right there - at the moment you just slap an existing texture or photo on top and generate the other maps. Textures, like everything else is a skill and an art - you need to manually create these things. But this doesn't answer how - what I suggest to start with is to develop your eye for HOW…
Oh its so much more complex especially with bones. So many bones, such a nightmare to skin weight and so easy to screw up. You need a lot of bones to deliver a good performance. And when you're talking about facial animation Most people myself included strongly dislike animating faces with only bones. Most facial animation…
I'm sure my advice is far from "be all/end all," but I'll give it a shot! 1) A Breakdown of the theory behind Parallax mapping Parallax mapping is a technique for real-time approximation of displacement mapping. Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's eye…
Nice details you did there I especially like how the defferent prats fit together and give interesting layouts on your surfaces without over-detailing them. And thats a unique design. But from my personal point of view I'm not sure about the dual tracks because: There is not much advantage in having redundant tracks. If…
justin, your neckless dudes were giving me grief in the space mode yesterday, so i destroyed them. sorry :) The space section is cool, just wish some of the smaller planets wouldn't coff at your offers to purchase their system. Stupid aliens. My overall / final impresions (almost beat one planet/race evolution cycle) Level…
[ QUOTE ] ugly subway stations or street levels [/ QUOTE ] Yeah, I guess when you buy a game with the word London in the title, you'd expect to at least see a level set in the hanging gardens of Babylon every once in a while. Your comments about performance perfectly illustrates just how hard it is to develop pc product.…
I love the model. However I think the texture is letting it down. As Vig says, the general grey colour of the armour is too light. It's also fairly ambiguous as to what material it is... yeah it could be some sort of iron I guess, but equally it could be shiny bumpy plastic. I reckon you'd do well to examine some reference…
@CybranM Yo dude, your portfolio is looking good! I think there are definitely a couple of things you could improve upon though. Your primary pieces (the camera and the droid) are very nice, but lack strong presentation or interesting texturing. Might be worth studying some of the texturing done by Dekogon Artists or by…
Bumping this thread :) If anyone has some useful scripts that can easy up the hard-surface modeling workflow or anything else please share,here are a few ones that I've found on Shon Mitchell's blog : Wired : A script that let's you create pipes from any selected curves.Very fast. GetBent : Y'all probably know this…