I gave it a go for Jeremy Irons' likeness from Kingdom of Heaven. I hope you like it. As usual the whole process was streamed https://www.twitch.tv/nimlot26 The saved videos can be viewed if you're a patron on my Patreon: https://www.patreon.com/nimlot https://www.artstation.com/artwork/9e91bQ
Hello everyone! Recently I've been working on modeling and sculpting the old art test for Riot Games by Peet Cooper. I've been self-teaching myself ZBrush though online tutorials and watching streams and I'd love some feedback and critiques to help me improve as I move forward.
so in the stream they make 3 uvset for hair from xgen in unreal. one of them is a uv of a all the hair flattened based on the scalp so the artist can apply noise color on the hair. how to unfold the xgen hair to that haha im confused as hell
So I caved in and bought the game on Steam due to positive reviews from everyone and the mention of a big patch and shit. Spend 4 hours downloading, install it, set up my settings and enter the campaign on the highest difficulty, I am greeted with this: What the shit? I know there are supposed to be a bunch of gruffy…
Well, at first I was thinking I was a total idiot for not noticing that one myself (teach me to copy and paste qc files) but without the $staticprop command it won't compile. It gets as far as referencing the smds and then just stops. Soon as I put it back in, it will compile again. =========…
Please stop talking for me and push your personal opinion as something better than the method that works (i'm quite sure Jal was watching that stream with me). The brushes are nice though, nothing you can't do with the other brushes, but i'll try them anyway.
a concept I did a couple of days ago of somekind of sci-fi mask. a bit of mass effect, a bit of quake, a bit of everything main stream sci-fi actually! :) I made it mainly this way because it looked like a lot of fun to model hehe.
I didn't say the missile/light stream was 720 degrees. But that's the exact same per pixel result I used to get. I was using the technique to try and create a texture for a vortex in a mockup of an old game I was making. So That's the first thing I thought of.
Thanks man that was great! Easy to extract WMA audio from a WMV using MS' free WMEncoder. http://www.microsoft.com/windows/windowsmedia/forpros/encoder/default.mspx Or you could go the lowtech route and just record the audio stream directly. Plenty of utilities around for this.
You do both, as and when you need to. A texture sheet is good for keeping content together, single textures are great for teams sharing the same textures (saving disk space, memory and streaming). You can also avoid mip bleeding by claming your UVs.