I've been thinking about a fun community project lately.. like the 'Polycount 100' where we - thats you guys - create 100 unique and recognizable skins for Minecraft and we offer it up for download as an entire package. Thoughts?
WIP 21 @Tuscon: Took your critiques into account. Added discoloration to the leather jacket, jumps between desatruated, low value and saturated, high value hues. Also redid the pants pattern. Followed after the original Tracer game model, used a diamond pattern across the pants. Thank God, I THINK FIGURED OUT THE HAIR…
I've slowly been doing a 30 heads 30 days challenge from the wonderful @Elithenia I've kept some of the rules used; - You can only subdivide once - You can spend no more than an hour on each head If anyone has any feedback or tips I would love to hear them.
Is it 100% in engine? Or was it a composite of different scenes in a video editor? To me that makes a HUGGGGE difference, because if it is 100% in engine with no post processing from video editing it shows off some skill. If it is mostly done with a video editor then it just shows a weird style of art.
Right now PSP is at steal at $40, but will go back up to $100 in a day or so. Elements is $50 and will go back up to $100 in a couple days. Sale ends for both Nov 30th. So make your choice now. Go DL the demos...
Yes, this is a very old and ongoing issue that open subdiv was supposed to alleviate but it isn't 100%. There are many hacks and workarounds that people have tried over the years but none are 100% either. Try changing the open subdiv UV boundary dropdown to Smooth(edge&corner)
Would it be possible to parody something for a non-commercial product and not have to worry about going to court? A project I'm working on involves the re-creation of a game we don't own the license of, but it's 100% non-profit and the game will be 100% free once we are finished.
So is Sony charging $100 to do something the owner can perform themselves? laaaaammmmme! Sony bricked my PS3 and wants 100 to fix it (I mean, you can fix a red ringed 360 yourself but it's significantly more involved)
Looks like it could be just a viewport lighting issue. What does it look like if you render the scene? When it comes to lighting you can never trust 100% what you see in the viewport, its close but never 100%.
we've got a custom arm rig consisting of bones and various helpers, and we need to scale it linearly to match real-life size (currently its around 20cm long) does anyone have any idea how we can do that? (all scale values need to be reset to 100 before exporting because the exporter doesnt support != 100 values).