Great work. Really nice level of detail, nothing much to crit except maybe it took me a few seconds to realize he had hooves for feet. Cant help but feel the hair on his hooves should continue up his legs some more. But thats probably nitpicking/personal preference. Still great execution.
Crytek UK is no more: http://www.gameinformer.com/b/news/archive/2014/07/30/deep-silver-now-owns-homefront-new-studio-handling-development.aspx I'm glad to hear that the Crytek UK staff is moving to the new Deep Silver Dambuster Studios to continue the development of Homefront. I wish them all the best.
Is this another thread about what a "fair" price for games is? And time sunk into entertainment is a horrid way of judging it's value. No one would argue that a 3 hour movie is better than a 90 minute one just because you sat through it for twice as long. I don't understand why people continue to make this argument with…
Yeah, don't make this a continuation of past conversations. Not off the top of my head. I figure you want to re-use pieces as much as possible and use something like substance designer to quickly generate materials. I saw that the OP is using DDO, I don't know if that's as good for batch processing textures as substance.
Thanks, But it's something else: I contacted support and followed their instructions, but it's still broken - discussion should continue with them tomorrow I hope. It now seems like it will work after a clean install and activation - until reboot. After reboot I'm back with the "file saved successfully" text and then…
(continued) Main controls for center piece (I was going for a holographic interface): Textured the pods and ceiling piece: Main wall and other stuff: More holographic interfaces: Lastly, a little test video of the scene: [ame="…
The quest for glass continues. I have kept working on the glass materials. Unfortunately the artifacts I get when lightmapping the objects seems to be related to the lightmap-size, increasing the size removed some of the artifacts. This is not a viable solution since the objects are only about a foot tall. I will add a…
The Pilgrimage continues! Episode 10 - Geometric Pattern (Mandala) in Substance Designer 6 Check it out now @ the Polygon Pilgrimage In this episode we create a complex Geometric Pattern (Mandala) in Substance Designer 6. While large and unwieldly looking it really is quite easy to follow. As always, any comments or…
Hey this is nice for a first attempt. The only thing I see straight away is that you need to watch out by not modeling the separate panels as a single object; your wireframe isn't matching up everywhere (at the back) and this could lead to problems with surface continuity. I thought nobody cared about cars here on PC :p
Hey guys continued on the character finally a bit more. finished the highpoly for the mostpart and nearly done with the lowpoly too. Right now i am doing stuff on the eyes and mouthhole and fine structure details overall let me know what you think. lowpoly is around 22k atm, so still some optimizing todo.