I've always wanted to create a horror scene or a scene that invokes an emotional response But I'm failing to under stand whats going on here. There is red on the floor which im assuming is blood but it is only on the floor and not on the walls or the sword or the other 2 objects right next to the sword which i have no idea…
thanks per, actually I decided not to include the function to delete a border edge because that really has never happened to me and cant see it ever being useful anyway so gonna keep the script shorter and cleaner by not including it :p If I ever wanted to delete the end of a polygonal plane strip I'd delete the face in…
Do you mean 2 from 5 days working 8 hours a day ? To answer op from my perspective ( 4 years self taught and selling assets online ), working in the evening for 2-3 hours a day and maybe 5-6 hourse on saturday and sunday it would probably took me a lot of weeks to go from 0 to render maybe 2-3 weeks and i'm talking about…
-- group objects as a variable groupedObjects = group selection name:"tempGroup" --select group select groupedObjects --now work with $ as selection --get the min and max values of the bounding box and apply to variable as Point3 BoundingBoxObjects = [$.max.x - $.min.x,$.max.y - $.min.y,$.max.z - $.min.z] --set new…
hi there! As myles mentioned the face normal interpolation of the rays are not straight at the bolts thus they are baked wrong and have somekind of angular view in the normalmap. there are more less 2 ways to deal with it. 1 add bevel to the edges at the sides where the wrong direction is. 2 bake with an actual geometry…
I'd also remove the art test. While the basic silhouette is fine, I think the hi-poly/normal map needs some work to bring out many of the details - the subtle curves at every edge, the indented panels, etc. You've also lost the distinct tri-tone color scheme of white/light gray/dark gray, and the clean matte paint broken…
Personally I don't think there is need for the ink splatter to indicate a loss because when the game runs after 2 wins you are done. The psychological connection is that 2 feathers equates to a win and after more and more playthroughs it only reaffirms that 2 feather equate to a win. Im also having a hard time…
Dead Space 2 left a bitter taste in my mouth... so much so that I'll rant about it on an ancient thread. No matter how cliche game stories can be, it's still what draws me in, story and visuals. While DS2 excelled at visuals and gameplay (except for some boss fights), I felt like the story this time around was a huge…
I baked the normal map from the high poly mesh at the beginning (first bake you see in the video) and then baked all the other maps but the video shows only the first part of the car, the FBX contained 2 separate parts (the main body and the accessories) and I also had the 2 corresponding separate high poly meshes. So…
Recently I was asked to create a low poly version of the Leatherback Kaiju from the film Pacific Rim for a mini game in the PlayStation 3 HOME square. He was to fight against Gipsy Danger. To do this I was given a turntable video of the original Kaiju model and the actual 3D model which was used for the film. This was over…