@Ravenslayer: nice work as always man! ^^ here's some more of mine: i'm still working on the pedestal to present the thing, the texture on it is just a preliminary tileable texture with just diffuse and normal. the roadblock is a bit iffy here and there but you don't really notice so that's not too bad :p all in all i'm…
@JordanW and Meshia: Hadn't even noticed this issue, but it's obvious when assets are put next to base SC2 assets, I will certainly keep an eye on this and thanks for pointing it out. In the interest of time and to keep current assets consistent the mod lead had me keep textures as targas for now, I wouldn't be surprised…
Hi, this is my first attempt to create a male human character. I wanted a thin max. 20 year old young man. I am modelling in cinema4d. After experimenting with lights and shaders i changed my scene and now i am working with the kind of lights you can see in these 2 quick renderings. Simply because it looked nice and felt a…
Just did a little test with DDs's, no dice. It's a bit of a headache as i'm still running XP 64 bit and my photoshop isn't able to handle the dds format so i need to use gimp as a crutch. We will definitely be tackling this issue at some point in the future. Just got pulled off troubleshooting textures to revamp some more…
as it will take quite a while until we are able to update our portfolio with new production images we decided to produce some non NDA footage, to show our fields of service and to work further into the cryengine, thanks to efgeni (blitz i guess you have seen his croc) we have a bit of experience in that field but it would…
@Neox: Good work man! Generally, I like the face and the character as a whole. Anatomy is good, period. Although I find the slant on her eyes maybe a bit too much; and the hair's gonna need some more work to really sell it imho. I do like e-freak's suggestion on the shoulders. But I would use the feather cape to your…
@ZacD: Everything you need to know is here: http://forums.sc2mapster.com/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/ Really not too complex, but keep in mind this tutorial doesn't get into the data editor. That's where the real headaches begin, luckily I haven't had to deal with it too…
@leilei "Just go for it. Pros showing their stuff never discouraged me from posting my crap here." > You know, you've got a point there. All right, I'll bite, what the hell. Prepare to be unimpressed... > I'm not sure if any of you have heard of MUGEN, but for those who haven't, it's basically a fighting game engine in…
Thanks! as for the method for making terrains, I'm currently setting up a detailed workflow that I will share with the community. There is really nothing special to it, but I'm sure that will save a lot of time for people wishing to get convincing results for highpoly cg renders and for game engines. Just to summarize it…
yes but in the end we dropped all outlines because of a few reasons, I tested quite a bunch of methods, and the most interesting one isn't possible in UDK as you would draw actual edge meshes with a stroke texture applied (basicly you detect the edge, create polygonstrips aligned to the screen and map strokes on them) this…