my favorite concept: (commercial work for mad-doc) my favorite digital painting: (based on nutsy's sketch) my favorite 3D including model, texture & animation; as you can probably tell from my icon: (commercial work for mad-doc)
Finished Entrants (eligible for 1st–3rd place): * 1st The Freelancer – Alexander This character model is a clear standout. It demonstrates a
comprehensive and well-structured development process, fulfilling the requested
breakdown with exceptional clarity. Each individual component reflects a high
degree of intentionality,…
But the turned based combat is pretty good !! This would have had turned into Diablo or Torchlight clone if it had real-time combat. I been playing it for a few hours here and there. But mostly I'm waiting for awesome mod editors. Because mods make turn great RPG into legendary !
made a few barrels, tell me what you think. Also I was looking for a mod I can help create, you would think that people would accept free help. if anyone knows a mod team in need of help email me please Andrius.or@gmail.com
Yeah - fairly common for class A objects because once smoothed curvature waviness and/or pinched areas may become apparent mainly due to secondary detailing i.e. radiator, light cluster well's, door handle inserts, panel crease/shadow cuts....etc regardless of whether your source mesh is modeled either high, low or medium…
I've been working on this car for a couple of days. It's for my Unreal mod. I'm planning on using it as a dynamic object that can react to explosions, collisions and stuff like that. At the moment it has abaut 3000 tris. I'd like to know if that's already too much or can I put more detail in it. There's propably going to…
Just thought I'd post some pics of a project I'm working on. It's a mod based on Warhammer 40,000 for Half-Life 2, or perhaps Battlefield 2 as it seems more suited to my idea. I am sick of waiting for games to come out so I can start a mod though... Anyway, the pics... Nothing is really finalised so comments and critique…
So I've been workin on this for a class for a while now, this is what I turned in the other day but I would love some more comments on it. Anything to make it better. Triangle count came to 13720. Still need normals on the mud. Used Xoliuls viewport shader Also one major mistake I already noted was I didn't carry the mud…
Absolutely, and I've helped a tiny bit on mod projects in the past year but Uni studies have gotten in the way, and it's my bigger focus right now. But after I graduate this year, I'd love to move onto doing something like a mod or small game.
Looks awesome :) If u'r intrested in supporting FDF mod for Project Reality, pls come to #prfdf @quakenet... More info: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/93013-pr-fdf-hilight-reel-1-1-1-2011-a.html