hehe Ruz, this is fallout 3 .. ;) oh and btw.. the rim light is not doing your work favor bc its way to strong all these shader settings make one want to use them all :poly142: ani, nice nice nice :) EricV: great bake but imo the spec needs some more love, to define the materials more, more small detail spec contrast for…
Agree with Kewop, but as it stands now it is much better than the previous two. For the position of the pinky, look at the ref i posted, see how the knuckles for the first 3 fingers are roughly on the same line, yet the pinky is a little further down. And follows a curve. The joints on the fingers don't line up in a…
Alrighty so I tried putting this scene in udk... found out about 3/4 of the way that it doesn't have the particle effects i needed (really don't want to spend time to make new ones) so I did some post work in photoshop just to make it look "cool" and what not. UDK is fun, just not friendly at all to UT3 content, lesson…
Yes, it's a mini-game project. The topic was free, and the game must be done in one month. The gameplay is far from being perfect, but as soon as it's playable, I'll sure spread the binary version :) The deadline is in 3 days anyway :) And regarding the rendering, it's rendered directly within the game engine. I made a few…
Working to better my understanding of composition and value. Some quick thumbnails. 1. Nuclear explosion in large city 2. Evil fortress gates opening to bridge over lava. 3. Soldier surveying desolate battlefield. 4. Low orbit temple corridor. 5. Starcraft Marine in trench disposes Zerg (Broodwars Intro) 6. Secret meeting…
Grums, did you do anything to the normalmap in photoshop, overlay something etc? That massive difference in colour between parts (I thought for a moment you'd left the Diffuse on) shouldn't be happening. Doesn't it look really odd when moving it around? Here's a link to the normalmap of another scifi floor:…
MM: Thank you very much for the videos! <3 Wanted to ask, how would you translate those brush strokes into zbrush. That is, your strokes are like /\ (pinched and sharp) but even with some tweaking my strokes come out like /`\ (like a hill with a smooth gradient). Maybe i should play with the settings more :P as atm i have…
Basically, you take a traditional low poly model, with smoothing groups, apply a turbosmooth (make it smooth by smoothing groups), do anywhere from 1-3 iterations (controls edge softness), then add another regular turbosmooth. You get a pretty good high poly model with way less effort and way less control edges. The only…
I'm kinda stuck at the moment on a few things. Not sure if I want to "zombie" up the skin or leave it clean as the current outlines are, and I'm not sure if I wanna stay color or not. I like the particular colors I've chosen(especially in regards to a shirt design, as it's only 3 colors other than linework). In either case…
Finally... got an exterior to show! Started an interior today too, wasn't going to model much for it but got told to not be lazy so trying for some detail. I won't start any materials until I'm completely done with modelling, even though its so tempting to lol. Still hoping to get it to game specs, does anybody have some…