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Wow. Thanks a lot you guys. Unexpectedly got more replies here than in CGtalk. I know that school doesnt matter as much. rather how much effort you put in your education. With that being said, if I would recieve the same knowledge or experience from (ei.) Think Tank vs VFS. Why pick VFS? or why pick a more expensive school…
I have to give him credit as he probably knows modo inside out but if you remember Seneca Menard he had a hot key setup that would melt your head ! So I would say it's a mixture of original modo tools with customisation and definitely some home made scripts. That's the beauty of modo. [vv]28494269[/vv]
i dont know! i tried a somewhat hipster item for windrunner and there are a lot of mixed thoughts in the comment section http://steamcommunity.com/sharedfiles/filedetails/?id=288667564
I think you're almost there but are still missing the big chunky details of darksiders. For examples the wraps around your handle look razor thin and could use some bevels on the edges. For your skull it looks like you might have jumped subdivisions a bit too quickly and your detail (especially towards the bottom) is…
Hey, Joel, this is looking really nice! Thank you for sharing your Mari approach. To the wiki you go:) http://wiki.polycount.com/CategoryReferenceGameArt#Sins_of_a_Solar_Empire_.282012.29
@Far: No idea which Ward you mean, sorry. I tried Aniso-Ward, but it still needs UV's in my case, based upon this code here: http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Ward Here is an example in node format what the shader might look like, and the UV edge issue that can pop up ( in UDK for example:…
Triangles are polygons. Quads are polygons. Faces with 2841 edges are polygons. 'Polygon' is a bit of a vague word, like saying the word 'coin'. Use triangles if you want to specific, or verts if you really want to be precise.