I think before any crits, you should fix the jpeg compression ¬¬ edit: Although I will say there was alot of good critique on the previous page, not much seems to have been transferred to this most recent asset :(
wow! it will be available on the PC, right? because soon enough im going to transfering all my gaming over to a laptop (1000 dollar - 1 gb nvidia graphics card, i7 processor, and 8 gbs of ram :)
porn industry. Similar skill sets , I mean eventually you get A hard one in the ass from deadlines in the game industry, so im sure that will transfer over easily as a skill set in porn :p
Hi there! I'm afraid you can't, because the items are not supposed to be modifications ot the original mesh, but rather extensions. They'll be applied over the base model in the client, so the deleted polygons won't transfer over. Sorry.
here's a very fast preview with very very low settings from transfer maps, still a Wip lowpoly, I tweaked a little bit the edge to avoi 90° angles, poly count per tile = 122tris
I'm talking out of my element here, but would a Precomputed Radiance Transfer do the trick? http://graphics.cs.umass.edu/pubs/srt/ Not sure if theres an available Max plugin for this, but I'd imagine Unreal or Hammer would have it.
I'm a happy gaim user as well. Miranda's good too, though I had issues transferring files on it... mind you that was a year or so ago, so I wouldn't be suprised if they've fixed those issues.
Art-Machine: He's making this from a piece of concept art from Warhammer Online; they love taxis. Nice looking mesh for it so far, the heat transfer to the metal on the bottom of the pot should really sell it's purpose.
An anisotropic shader can help with the specular. Or really fine normals, but that's prone to flicker. Great tutorial! For things like animals I do the hair-styling on the uv's transferred to the mesh via channelinfo and render it from the top.
ah good point... lol looks like i neglected that part... i'm pretty sure that's from the normal map... i transfered it in sections so i need to go backin in and blur that out.. thanks hal