Im trying to wrap my head around the way the tail comes out of her body. I mean, the tail is like if the spine continued. Her tail is jetting out as if its comming from under her bottom and not her back. The flow is wrong~
Well I know it sucks compared to the manyother better works on this forum but may be I can get some hitns , I am undecided if make a carved hilt or a bone structure wrapped with leather strips .... http://www.kitrae.net/Scrapbook/New%20Connor%20Hilt.jpg
My 1st day in this crazy world of working on games for real and not in my bedroom ;D The wrap parties are mucho fun, but what tops them all is seeing my stuff on a shelf, on an advert on tv still makes me all warm inside ;D
aww haz this is looking awesome, been really wrapped up in personal stuff the last few weeks so I'm digging through everything here now.....information overload..... hehehe...I have been staring at the matcap gif for too long :D
Definitely nailing down the style of the character! Getting pretty technical, but looks like the nose/top of mouth could be wider. When the character closes its mouth the top teeth look like they will collide with the bottom of the mouth, instead of wrap around like the concept.
Great ending to a great show. Glad everything got wrapped up. I loved Walter's talk with Sklyer. "I did it for myself" gave me chills. Bryan Cranston is an amazing actor and I'm so glad to see that he's in more movies now
thanks man, I'l wrap up the presentation for her soon. for now, check out this page for full presentations. here's the finished model of the satyr, modelled in 32-36 hours. quite proud of it for having literally no idea what I was going to sculpt beforehand.
World Machine should accept DEM. Not sure how quickly it would help you solve your problem. Depending on how artifacted the terrain data is it might be necessary that you wrap your head around the filters and macros in WM to clean things up.
Bumping this thread up as we are still looking for artists, and now are also looking to hire a junior tools programmer. We've wrapped up ETQW to critical acclaim, and I can guarantee that our next projects will be at the cutting edge of game technology, and fun as hell
Could be a few things. Best guess is that the uv positions of the seam are on a UV border, ie close to 0 or 1 in uv space, and are being translated as over the border on import to the editor and so you are getting a few texels wrapping from the other side of the texture.