maybe show what you've got so far? start by blocking out the main shapes with simple low-res primitives like cylinders and boxes then figure out how they should interconnect and gradually move onto modeling finer details.
For the shader I just went with whatever would look decent enough in the viewport since I am planning on seeing it more in a game engine than Blender. But I'll take a screenshot of what I used. It was mainly having some ridiculous values for some stuff like SSS and IOR to get some of the highlights etc. I didn't do…
Antique Shop Introduction Hello! It's time for another portfolio piece, but this time we're leaving a castle setting and entering the distant future, in a more warm and inviting environment (although with some mystery involved). Taking what I've learned from the previous project, and the skills I've gained with…
graduating in 3 months. www.threedyzero.com i think the images are loading too slow. what do you think? oh and PNGs dont work right if youre using IE6 or below (but really who the hell is still using that? hahahah) i need to get the CSS part working for lightbox so it shows a loading bar. right now it takes a second or 2…
HI guys, another newbie question from me.firstly, just to let you know i am using 3d max 7 and have applied an aplha channled map onto my model to show some areas that should be see through. now for some reason when i do a render the translucancy shows up, however how can i do it so that it shows up in my view port? what…
Hi there, I loaded up your high and low poly in SP and baked the maps and it looks fine. No aligning issues. Is it possible that you've dragged a different AO or normal map into the mesh map slots by accident?
PS3 sounds awesome and with Devil May Cry 3 and Metal Gear Solid 4 im sure i'll be buying one ______________________________________________________ Sony also confirmed the PlayStation 3, will use Blu-Ray discs as its media format. The discs can hold up to six times as much data as current-generation DVDs. It will also…
Yep it has always worked better with many separate meshes than one whole mesh. The reason being "adaptive degradation" (shortcut O) is handled on the object level not sub-object level. Adaptive degradation will turn off map slots and even downgrade materials to their base color. It does this on objects that aren't selected…
Here's a 5-part tut series I did recently for beginners, showing the low/high sub-D method of deriving a game asset. It's not just a 'push this and that button' but rather, I explain the why of the method. You might find it useful. https://www.youtube.com/watch?v=pILgoilN7vw
They totally screwed up the issues competition by offering up really strangely slowed down (and consequently detuned ) stems. Some people couldn't figure out how to re-tune them, so there are a bunch of mixes that would be totally win, except all the vocals and original elements included are a semi-tone flat in pitch lol.…