Thanks guys! :D Here's an article hot off the press from Game Informer with a new Gameplay trailer. http://www.gameinformer.com/b/features/archive/2015/09/08/battle-chasers-meets-final-fantasy-in-ex-darksider-developer-kickstarter.aspx
So basically you have object A selected, and say vertices. Now you select object B and it automatically goes to vertex subobjectmode, from what I can read? (hah, in the time I typed this, I could have just tested it)
Hi all!! Check out my new work >>> HCAR (Heavy Counter Assault Rifle) Auto Custom. I created this weapon for "Warface" Game https://ru.warface.com/. Waiting for your comments and waiting for your likes in my artstation ---> https://www.artstation.com/artwork/0nEqzK B)
http://www.intenzeconceptz.com/Movie_0002.wmv http://www.intenzeconceptz.com/Movie_0003.wmv http://www.intenzeconceptz.com/Movie_0004.wmv vid 0004 is the funniest... I WAN' A CHOCOLATE MILK NOW! GET IT! GEEEEEEEETTTTTT IT! I SAID I WANTED MOUNTAIN DEW NOW I WANT CHOCOLATE MILK! YOU'RE MEAN!! YOU B!
*Thank you to everyone who applied! We’ve successfully filled the position and are no longer accepting applications at this time. We will reopen the posting whenever we have new openings, so please keep an eye out for future opportunities. We really appreciate the time and effort all applicants put into their…
Okay HDD and SSD both connected to motherboard and PSU (peripheral - IDE/SATA) section Motherboard connected to PSU (M/B) section graphics card connected to motherboard and PSU (CPU/PCI - E) section Don't know what I'm missing
I'm not sure anyone will care as much about a boring diffuse map when they can clearly see that: a) the end result is good and b) the end result was achieved through good normal/spec/etc maps. Or you could just not show the diffuse.
OMFG After shopping around, almost buying but then deciding to wait for years, I finally buy the U2410 last week. It was on sale, and it arrived today! Now i see this.:poly127: Needless to say I'm a bit pissed. Oh well, figures. B
Of course does 3d coat / zbrush have voxel based modeling but the approach is a lot different. In the presentation it was all done with primitives in a non-destructive stack, which is basically the opposite of sculpting voxels per hand with brushes or already collapsed meshes as A/B cutouts