BTW, Microsoft has EVERY Bluescreen code and the information behind it on their MSDN: http://msdn.microsoft.com/en-us/library/windows/hardware/ff559244(v=vs.85).aspx It's a little ahrd to understand if your not familiar with it but basically your system is and I quote So either some hardware piece on your system is failing…
Thanks for the pointer man I was using similar techniques to thet tutorial you posted but I will definite;y do touchups on the texture continuations as well as probably pulling the ffect of the overlayed textures down
depending on the object, I will often work symmetrical for as long as possible, and use the modifier stack to my advantage by adding a FFD modifier or an edit poly modifier to add those details. You have to be careful when going back down the stack to make geometry edits. But with some experimentation and some experience…
Thank you! I've just realized I didn't post any pictures of the modularity. The goal is to allow buyers to have as much freedom as possible - both in term of ambiance and shapes. Here's an example of the modular pieces available: http://i.imgur.com/FFgqAuo.png The same goes for the background. The basalt cliffs has been…
First time ever doing a proper environment, and i'm already a bit late to the game, made a tiny notch of progress today trying to understand the best way to get some decent curvature in that Dome, and the best I could come up with is this... The shape in the background is the original Cylinder I shaped it from, I applied…
Came across this cool interpretation of Beatriix from FF9 so I thought I'd take a shot at modelling it. I have the anatomy blocked out. Isn't quite right yet but I feel I'm getting somewhere :) concept: https://www.artstation.com/artwork/XgVP0
Part of the reason it's impressive is because there are so many unique assets at once (the city with many unique characters for example), and because there is a massive multiplayer element. As far as comparisons I'd say the detail here is better realized and cleaner than in FF13 and much cleaner than in Rage; in my opinion…
There are a few ways I can think to handle it and it depends on what its for. If its just for rendering sprites you can use FFD to deform the eye. Or morphers/blend shapes on the eyes. If you could redesign the character a bit so the mouth was a bit more shallow or had a tiny bit of a muzzle you could keep the eyes out of…
Hey man, what's up :P @Xaragoth, you raised a very good point actually, and I thought over that a lot as well. I like to think of the Samurai hairstyle as more of a commanding presence in the bridge. Like a war general on the frontline, I suppose. I also got the idea from Knights of Sidonia where the captain dons the…