I meant compared to the animated version which was iconic and resonated with a larger audience across the world. If you are comparing revenue, the animated version had a budget of $40 million with box office of $235 million. Adjusted for inflation, that would come to, 80 million budget and 503 million box office. Its way…
while there's nooooooooooooooooo way in hell i'm going to comment in any depth on the use of hypnosis with people who have mental illness, there's lots of case history of hypnotic principles being used to great success. hypnosis doesn't nessisarily have much to do with a formal trance.. that is, we all go in and out of…
Recently I've come to love vertex normals and have fully adopted them into my workflow. And as of not too long ago I have come across another great benefit of vertex normals. (Sorry if most of you already know this, I'm mostly out of the loop and learn these things independently.) Vertex normals can be tricky to handle,…
Hey peepz! Im working on a modular environment set and need help. I have my sculpted high poly walkway and have the low poly version. Now I realize that having individual stones would be unnecessary polygons as they can easily be baked to a flat plane and only have the parts on the side be actual stones with the part in…
Hey, So it's been a long time since i'e had to create any art, especially for UDK. I'm using Max 2010 and exporting FBX (I've also tried ASE). I think I'm going batty because I'm trying to import the most simple mesh in the world and getting all sorts of problems. It's basically a flat plane, with same chamfers and a bit…
First of all, there was no need to open a new thread for this, and secondly, this question simply was not solved by the concept artist. It's up to you, and you have gotten at least two suggestions on how this could look in the other thread. A third would for example be a more gradual approach with the cuts starting thin…
Heyo! I think the lighting could be improved: Generally there seems to be a disconnect between light sources and light/shadows. The pillars don't seem to cast proper shadows onto the connecting surfaces. Also looks like you have shadows of ceiling elements on the ground, which is weird as the light would have to come…
@Iribree Thank you so much for your feedback. That means a lot. Your blockout is looking great so far. You did a great job in the sculpt too, but what I think for the chimney top part, rather than having it fully like an uneven surface, you can have a little bit of a flat surface to keep a balance. Except that everything…
Hey wait! My left hemisphere got poked by the right one and came up with a Q u e s t i o n !! looking at all your stuff I realize: compared to your scenes, mine always looks flat. There's not much highlight and shadow stuff happening. The structure and texture of my assets are too flat... Now I wonder: Is that because of…
You may want to check out the Polycount wiki on how to use tileable textures for your next scene, instead of packing everything into 0 - 1 uv space, which is usually used only for characters or unique props. Also for practice maybe you can get this into a game engine, a lot of the display problems in max/maya sometimes…