Hi Polycount, Long time no see. I'm dropping by to post some of my works for the Street Fighter Miniatures Game. The first few here are finished and being prototyped for manufacture. The game is currently on Kickstarter heading into cracking the 1 million mark.…
Hey Everyone, wanted to start a forum to show off and comment and crit on some textures, show us what you got! environment and character! just started the whole texture thing. MUST DO MORE
Thanks poopipe for you opinion . I agree that dependency management is something that sure works there when you spend some of your energy on keeping it all consistent . The problem SD forces it on you while in many other soft including Blender it works other way too, nothing is forced on you and it's what I call…
I've got a project that I'm working on that involves poliginal hair. I've been pulling my own out for the past month because I find that it always comes out looking like straw because the specularity isn't rite with the flow. I've had a hard time finding tutorials on how to apply anisotropy to an asset [in Maya] that can…
Hey, Just watched this, and i must say i laughed for a good 10 minutes straight. God knows what ill be like intoxicated :) [ame] http://www.youtube.com/watch?v=O8KAUoW0Juo[/ame] Then i found the Holy Grail- the actual game: http://www.gravitysensation.com/sumotori/ Download and have fun!
Hi guys, im trying to make a modular environment but wondering if theres a good shader to test on in Maya so that i know if the material and normal is working correctly before i go into udk. Thanks!
Hey, just wondering how you lot would go about making these metal plates, as an example. but on the image I only mean the square plates, ignore the smaller curved ones. I'm currently making separate element's for each mesh, but is it better to work with one plane which you then add an edge down the center, then chamfer it…
You could create a simplified cylinder "wheel" and normal map the front details. that would save at least 5-10k polys, or you can save a lot of polys by normal mapping the inner "round" gears to the tank base. Chances are the gamer will never see those gears up close anyway. That would cut your entire poly count probably…
Hi! im new on ddo suite, and im trying to figure what should be a good workflow to work with detail maps, using the suite. Im working in assets for a realtime project, but im using ogre 2.1 and blender (So, i dont have anything like the node editor in unreal for quick preview). Thanks!