and the oscar goes to goliath "devil", excellent ! all are excellent An observalion number ..of the beast never used , read how they put the numbers according to squadrons , as I read the most Pumas started buy 1-4/1/.... 2-3-4-5 also some divisions used 4 digits like 7111 or 7001 etc etc .
Yeah 1 and 3 are just some random tiling wood texture that i just threw on there, looks especially wierd on 1 because the grain is going in the wrong direction! :P I also agree about nr2 its a pretty ugly copper texture with no specmap etc. Edit: One last update before i got to bed :p
The trees take me about 1-2 hours each to finish. Each tree has a different concept, but tie to the theme of "Magic" The Master Study are 2-3 hours long. Speed paint are usually around 30 minutes to 60 minutes. Franz Xaver Winterhalter Texture Study Volcanic Paradise, Speed Paint, 1 hour
[ QUOTE ] I'd say for 2/3k the poly distibution is kinda whack [/ QUOTE ] could you elaborate? the highest poly model is the male with the hat, weighing in at 2130 triangles. i was told they all have to have fully animatable faces for acting scenes, so the heads account for around 1/4 to 1/3 of the tris. is that too much?
I'm a little rusty on this, but I think if you right click on your editor icon and go to Properties then add this after your exe path in the Target field - +editor +r_fullscreen 0 +r_gamma 1 +vid_restart it will work out for you. So, for example: "C:\DOOM 3\doom3.exe" +editor +r_fullscreen 0 +r_gamma 1 +vid_restart Gav
I've done a couple of things before to produce an atlas. Both had a flexible workflow. Map everything to seperate textures. Then... * Copy all UVs to channel 3. Repack channel 1 UVs so all objects are on the same UV space. Render channel 3 textures to channel 1. If you have normal maps, don't rotate any shells when…
Hello BurningCrow, nice start, 3D is not easy but hang in there! My main critic will be on your humanoid dragon character as it is the biggest issue i see so far sorry! I think you need to work your lighting a bit more or at least put the main light facing your character, its most interesting and identifying features being…
" I did not try to get the same wood pattern due to my lack of skill." Do you mind extrapolating that? How does your own skill level determine that amount of trying you're going to do? That . . . I don't think that's a good excuse. Anyways, critiques: 1) Render in a better real-time renderer than whatever viewport you're…
Hi! For the VFX part of the competition I've read the rules here: http://polycount.com/discussion/193132/vfx-guidelines but I had three questions I just wanted to confirm the answers to! 1.) If I am creating a Hextech Xayah ultimate may I lift the attacking orb into the air as long as it stays within the static camera FOV?…
What i would suggest for the computer terminal is this 1. Grab some reference of some computer consoles. 2. Build a 'frame' for your screen. Right now the object looks to flat on top. Dont have your buttons/computer image hitting the edge of your object. There needs to be a frame around it seperating it from the edge. 3.…