I don't see the point of the couch example. You sacrifice proper smoothing by building chunky topology where the mesh would benefit from more, and apply a huge number of unnecessary polygons to the flat surfaces that do not need them? "Triangulation" is part of optimization, but you use them wisely and as needed. It's not…
Seems I might have conveyed my point of view wrong; I really don't believe, and would not expect studios to have a magic formulae and a 5min workflow for making great looking hair. But, nevertheless, they are (probably understandably) secretive regarding their methods/tools of creating hair and the cost of their plugins…
Phil: He can be a magical girl if you want him to Creeow: Frustration and erasing is half the battle, I can tell you that I erase much more than I draw for a design. Thanks! I'm waiting to see the requirements for him to proceed further, but if the flesh golem has a back slot I want to split the stained glass back in half…
Darkness + go boo = scary? This felt like a long drawn out thrill ride that started with me thinking "there's a paper stuck to one of these damn trees, isn't there?". It ended with slender man just magically catching me as I ran about, despite how the times I had run just past him. (also, why does the screen get static for…
I think the old fashioned movie effects of the original trilogy is what makes it so enjoyable. These new CG special effects take away some of the magic that made the original series timeless. Too much time spent making a realistic CG character, less time spent on story. Spoiled are we. Blinded by eye candy we have been.…
Well, my only problem is that the 128 grey and the grey used for the material of the models is the same, or nearly the same. Maybe just make the background lighter or darker, to give some contrast to the model. Here was one thing I saw right off the bat that bugged me. And here, I just used the magic wand tool to grab the…
As a source vet I'm intrigued by the comment "I felt too limited by the rather poor implementation of models into it" care to explain? Overall with UDK there's no reason to use a BSP except for the fact you didn't feel like using a model. With Source there's a lot more pro/con evaluation but the optimization is a lot…
solid advice right there. you will need to develop your artistic eye for proportion, form and scale sooner or later, I used to like blueprints in the early day, and sure they can be useful, but its got to pass the eye test regardless of how well you followed the blueprint. its no real magic its just all breaking it down…
Only Skin and Blendshape deformers will import into Unity. You'll need to manually convert the jiggle to joint animation or blend shape animation. But that's probably more work than it's worth. It maybe be easier to add a joint for the belly in Maya and setup a sprint joint in Unity. But those tend to rocket off into space…
Update: I got some usable wood grain going. Using the gradient dynamic node for the rings is pretty much straight forward. I saw this being used quite often. However I'm using the tile sampler to have more control over the pattern. The real magic is a combination of several noises and warps. The result looks quite…