This is oldschool. I've been trying to remember the name of a very basic GameBoy (black and white) game I played years ago on a friend's multicart. It was a classic puzzle/block games wich consisted in filling up a defined shape with tetris-like blocks (yet these where bigger and more complex than tetrises if I remember…
Hi! Im looking for a new mouse (preferably bluetooth).Would anybody know of one like the logitech Triathlon? (https://www.amazon.co.uk/gp/product/B01KZVQB42/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1) I really like this mouse, its bluetooth (no dongle), and has button, however I really dont like the logitech scrollwheels…
Hey guys, i've found this two images while googeling a bit and it's a sculpt and texture sheet. i try to understand whats the technique and the best way to create masks for this in photoshop in case of texturing: I would say that the sculpt is made out of different pieces (concrete, tiles, etc). but how can i create a good…
I posted this on the 'what are you working on thread' and felt like maybe I'd get a bit more feedback making a thread (obvs) Basically I dont have much time to apply feedback as I am moving to France for a new job and wont have a computer or time I suppose to finish a personal piece. So here is Timmy:- I found the…
Hi, Few questions. 1. Using Maya 2016. I can't seem to get the ShadowMap node to work in any regard, anything I plug the 'light gain' value into turns flat orange. I believe multiplying this by the final color output should essentially darken areas where shadows would be, correct? 2. If not, how do you 'take' the shadows…
So I've been making a rough/scratched metal PBR material in Toolbag 2 to learn both the Spec and Metalness workflows. I'm getting good results with the Spec workflow using a black Albedo with a coloured Spec map to define the reflectivity. However, when I try the Metalness workflow and use both a white Metalness map and a…
I look at building kits in these ways: * What biome I am trying to create? * How much variation do I need to make this biome look natural? So in your case if it was say an area like this: Think about the types of parts I would need. * I see many window types, but I think I can get away with 7. * 10~12 doors. * Wall…
The arms are sticking out rather spaghetti-like. Where are the latissimus dorsii? The shoulder could also do with a bit more defined shape. Be it a sharp ride because of the stitching (see image) or more defined muscle (especially bringing in the shoulder and adding a dimple above the triceps) - it needs some slight vertex…
i'd tip the hues in the oil into cooler colors, the red/orange isn't working imo, i think that's what's breaking the effect. id' introduce another color in the swirl to, add some contract in it so some areas aren't as specular, so you'll have some variety and interesting steaks of black swirled in there so it pops a little…
Karoake_Warrior - Thanks! The tiling boards were made from two subtools, duplicated and offset to acheive the tiling and then that whole set was duplicated and flipped to create rows 3 and 4. The sculpting itself generally followed this process:* Trim dynamic to rough up edges and define general forms * Orb's crack brush…