The triangulation is not totally random, in 3ds Max it is posible to edit the hidden edges. Usually when I model I like to have a clean mesh which mainly shows the edges that define the shape of the mesh, and then edit the hidden edges to get a proper topology. Ok, now I see what you meant about the high-poly mesh. I'll…
Thanks for the help Till! I tried to debug it but I didnt know that then was a necessity. I think I glossed that over. Thanks again! :D Thanks again Juan! :D This has been super informative! I didn't know about the proper syntax of maxscript. I think I'll go read some more into it! From now on $ is for defining properties.…
@Caser well yes I knew that you could just mask out certain parts, but what you'd get is cut off stones in the border region. Whereas with the tile sampler node you can define a mask and it takes that as base for the generation (I guess). So you don't get any cut off ones, it's either there or not. And that's pretty cool…
@slosh: Oh yeah, I can definitely see that on the axe. @rayle: I don't know if it's the way the high poly is or the way the material is defined, but is there anyway for your to either make the blade edge shinier or sharper phsyically in the mesh (normal or LP)? Something like this: My personal rationale behind it would be…
You need bevels. All the plates have abbrupt, 90 degree edges. making them look intangible and paper thin. If you added bevel information to your plates (in the highpoly) the light will catch those bevels, defining the forms much better. Your shapes will look more like chuncks of forged metal vs. the paper look it has now.
There are TONS of games out there that try to emulate Blizzard's art style. A giant money house with proven success would not fret over other studios trying to make Blizzard-like games. A "blizzard idea for a game" is also a very curious thought. What defines a Blizzard game? Blizzard is not a genre, but a dev studio.…
Looking pretty solid so far. I think the main thing you need to concentrate on at this point before you get too far into detailing his icky wrinkly skin is better defining the shape of the eye sockets, cheekbones and nose bridge. Your design has a vaguely human appearance to the eyes while the concept is more animalistic,…
thanks calabi, I'll have a think how to communicate the whole setup more clearly. Definately planning on a trashy techno tune dont worry :D ZacD: any ideas how to make the shield functionality more obvious to the player? I've since added a little sort of 'nudge' anim when the player tries to hit a shielded player, but it…
Hmmm theres something wrong then. im saving in "Targa" format with alpha channels option ticked in the save screen at 24bits/pixel resolution and with Compression (RLE) left unticked, and there is most definately no alpha map saved.. edit: just tried the 32bits/pixel option and that seems to have done the trick... thanks…
A 45. min quick sketch. I'll prolly move this to the scrapbook later. Some things that I feel are successful: composition, color, value, and lighting. Somethings I need to work on: level of detail, clearly defined objects/tighter shapes. I'm having difficulty in achieving high details/finished look in a short amount of…