Same guys that made Guilty Gear Xrd. I watched that video a while ago and the main thing i remember was that his analysis didnt seem 100% correct. I cant remember what makes recall it like that, something about the smears I think. Basically They used 3d flipbooks in GGXrd for special effects. There was a thread here on…
I get the feeling that you haven't used any references since there is just so much wrong with the face's structure. I suggerst studiying the anatomy of a head before you even think of the idea of putting work into decemating and make this one fit for a game. Here is something to give you the general idea: The face is very…
LMP's correct. Here's what the US gummint has to say: http://www.copyright.gov/title17/92chap1.html#107 § 107 . Limitations on exclusive rights: Fair use Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other…
You need to toggle the Absolute/Relative button on the far left here, THEN type in your value. Help: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C65A1B09-3670-4E7E-BCFC-13E10C83181-516.htm,topicNumber=d28e112516 Two reasons for the offset. 1. To prevent overlapping faces from causing bake…
Glaring issue I see here is your emissive is cranked up way too high on the green and white neon's. They're white hot for the most part, and it's distracting. You can afford to be much more subtle wish electric emissive lights like that. Check out how they did the lighting in Doom…
You cant create a usable height-map by converting it from some other map. Instead, you must pick up detail from a highpoly model and put it into the texture of a low-poly model (the lowpoly model can just be a single polygon square plane too). To get a heightmap, you must pick it up from a highpoly. The fact that there is…
in my experience maya (up to and including 2016) does not cope too well with complex assets. not in the viewport, the modelling tools are not fast out of the box and importing a big OBJ is a pain for starters. blender does so-so for me in this regard. object editing is faster here than on comparable meshes in older…
Wow techno, that felt tip pen has already made an improvement. Clean lines make such a difference (something I need to work on). These two really do it for me. Good job using lines to show form (especially #006) instead of shading and stray lines all over.…
I'm rendering a turntable of one of my models (png sequence). Everything is working fine. Until the situation where I have aborted the rendering, and am now trying to make Toolbag continue where it has left off without having to re-render every frame that is already there. Meaning, I have aborted at frame 216 / 300, and am…
Hello folks ! Here's the last character I've made for Akeytsu, it was the occasion to sculpt more freely than I used to on a organic model =) Full project link : https://www.artstation.com/artwork/QrxgdL Made with : - ZBrush (Sculpt) - 3dsMax (Modeling/UVs) - 3DCoat (Retopo/PBR Textures) - Akeytsu (Rig/Skin/Anim) -…