Started putting together everything in UDK to get a better feeling of what it will look like. The stainless steel still needs more work for reflections. I'm also debating doing a 1024x1024 map for the floor (it's 512x512 now) and having 3 tiles that are slightly different from the original tiled textures to break up the…
Love the ship design from the first image, really nice The interior looks really fake tho. You need to step up your texturing. Get some proper edge highlights and wear and more detail. Color variation. Also nearly all your objecs are really low poly with sharp edges, and very blocky in form. Also reminds me a lot on 70s…
I never before got any kind of motion sickness (not even in Mirror's Edge without reticle and runner vision) from games, but this makes me kinda funny feeling. The way the camera perspective shifts makes the whole level feel wobbly. You can see very clearly what I mean at 0:03 when first moving forward, and when running…
So you want to be able to disable the rotation too, huh?..Here's the solution.. 1. load your tools to the tools palette 2. go to color palette and and choose Fill Layer (with what ever color you want) 3. drag your model to the canvas and T for enable editing 4. try to drag the canvas for rotate/ move/ scale, now with the…
I've done a bunch of sculpting vids on the face, here is one that you might find of some help: a warrior from a sphere (good way to see how to approach the upper body in a conceptual sense) [ame="http://www.youtube.com/watch?v=5wH70X2PxrI"]Warrior Speed Sculpt part 1 - YouTube[/ame] there are others on my channel, but I'm…
Hi James, I think your site is good, it's nice and simple and straight forward, which I think is what most people like in a portfolio site. My only concerns are 1: I'm really not a fan of that font at all and 2: everything looks a bit big in terms of screen real estate. I think having the work thumbnails that large is down…
Id set up a image of 512 by 512, get some grid lines at set that at Grid lines every 128 pixels, subdivisions 1... make sure you go to Window Show Grid. Id start off with your brush at 100% hardness, 0 spacing, and for the grout lines turn on the Scattering and raise it up to something that makes it not so uniformal, then…
I just got it there : http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=11384420&linkID=9241177 But nothing change... 3dsmax is using 210-260mo of Physical memory and when I launch a render with Light Tracer mode amd Bounce value to 4, physical memory doesn't change at all but processor process jump from 1%…
Haha! Back in those days, I steered away clear from polygonal games. I thought they looked horrible. I much, much prefered pixel art over this! The first polygonal game I played was Quake 1, and even then I thought: Aaaargh, cube-for-a-head alert! Why didn't they just use higher resolution sprites? It wasn't until Quake 2…
btw, A new version was released 6 days ago... 1.0.1.0 for ZBrush 3.5 and 4.0 Date Released: 1/11/2011 Either this new version obliterates that delay ( alluded to by Bal here and on the draster forums )... or I jes don't notice it cuz I got a really efffing fast computer. But I don't notice any delay with a wireless…