Most of WoW's encounters boiled down to finding competent players :( It's why AQ40 really cockblocked so many guilds, a handful of people could carry a guild through MC/BWL because with the exception of rag/nef, fights really revolved around the tank. But once you got into AQ you needed most of the raid to actually be…
any good April Fools jokes? a couple from Blizzard: first the "so awesome i wish it were true" joke. http://www.worldofwarcraft.com/wrath/features/bard/bardclass.xml and http://www.worldofwarcraft.com/moltencore/
Hey guys I adressed all the recieved feedback and here is the update I think I am moving to the next stage,like, comment, as you please :) Concept by SNK Cool, thanks guys!
Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
For my term project at Think Tank, I re-created Heather Theurer's piece in 3D in 5 weeks. Phases of work * 1.25 weeks on model blockout * 1 week on sculpting * 1.75 weeks on texturing * .5 weeks on lighting * .5 weeks on post-processing This isn’t a perfect estimate, as I found myself fixing lights throughout the entire 5…
Hi there! Beginner digital artist here. I'm texturing someone else's model, and I've run into two problems in Maya 2012. I'm doing an Ambient Occlusion Bake on the texture using mental ray batch bake of a Surface Shader with mib_amb_occlusion mapped to Incandescence. Works fine most of the time, but the bake always ends up…
Hello everybody :D After watching some 3d motive tutorials(that briefcase one and the one about trips and tricks for normals maps)it made me wonder if Maya was capable of similar. Of course you can bake normal maps inside Maya and stuff like that, but while i was working on a little project myself I was kinda stuck. I was…
Hey guys. Some of you may have seen my Anatomy studies thread, and I'm gearing up to make some realistic skin textures. I'm currently trying to work out a decent workflow for this and was wondering if anyone can help. Since I work with games, I don't see any point in using a fancy mental ray render (sss fast skin…