Looking really nice man, those color sheets you did reminded me of when I was a kid looking through toy catalogues! Are you gonna dirty it up a bit? It might look cool with a bit of grease / dirt on it. A lot of folks into the whole Gunpla scene have a technique called 'weathering' which when done well can add a lot to a…
fuck, i totally love ui work but that because i was brought up as a graphic designer and only recently (like 2 or 3 years ago) started in the arts of 3d. but yea. the ui is somethnng i love in a game. its so awesome. for example the SKATE game has a fucking gorgeous UI which is perfect for the game. half life for…
well no, a royalty is NOT anything like a bonus. it's a payment to you, for someone else making a profit from your work. example: i write a song, i can't sing, but i know someone who can. they can purchase the song from me at a rate of 10% royalty per sale, this agreement would end if i sold the rights to that song to…
Chronic> I'm not sure if I saved that exact same scene that is represented in the last image, but the bundled one is pretty much the same. Texture compression is the main difference. Btw I was lazy and re used old UV layout from when I used a transparent cornea, so I'm not using the UV space efficiently here. There's also…
Thanks for all feedback guys. First of all about texutes. Keep in mind they have 26 skins each of different style and detailing. And each that skin is shared between all of them. So these 4 just use 4 example skins on shots above. Here is texture layout as requested. It is shoted from 1 mech. Empty areas are used by other…
Well what it comes down to is a chicken and egg problem. UV splits add vertexes and so do hard edges. I've outlined my process for avoiding making a model that takes up too much memory. But in what order do you do it? I can see that the sphere example isn't something I would've encountered since I wouldn't be adding a hard…
Trying to follow examples here and (re)start sculpting practice. It took a few tries to start getting more constistent torso shapes. But limbs are giving me serious trouble:
Hi all, I've run into this problem were I have a tilling texture. Mapped to my plane 512x512. The problem is that I would like to be able to move my grout up a bit so it aligns better. I have een reading up on panner, but I couldn't find an example how to offset a texture. Is there a way to parameter this with my panner…
So say you have a static mesh, you want to have that static mesh have multiple "versions" of itself that look different. Now you want to swap between versions of that object based on a button press. So as an example, you have a statue of an elephant but when you press a button the statue remains, but now its a giraffe.…
Hey all, long time since I've posted here. Always lurking though ^^. For the last few months I've been working on an 3d environment piece based on a concept by John Liberto for University. I worked pretty hard on this, learning new tools whilst working (ZBrush and UE4 for example) for example. I learnt a ridiculous amount…