I think the beauty is much better, the presentation doesn't have a good view of the model. The orthos aren't worth it if you ask me; they don't show much more than your beauty does. It's not as if the designers would have enough pictures to judge your real do-we-want-him-quality without a wireframe anyway. Though, perhaps…
hahaha yeah. I in way I think it could be possible. perhaps it would require a certain set of geometry (lets say basic house) to block out some areas that would reflect aswell, so she is not floating in the air, still combine it with a cubemap. The point would be to see yourself jumping from building to building reflected…
Holy.... Crap.... Mind=Blown. Thanks for those links Vig, and of course for the crit. Thats a great point about the logos and legal stuff. I hadnt thought about that at all, but it makes sense, and your right, I definitely dont want to be that guy who has to be watched. My texture sizes for this scene are generally pretty…
Daveness,quyeno: Hey thanks for the feedback ! Which details are you talking about specially? I tried to brutemodel everything I could see Oo The only one's I could spot are the red t-bar and the logo on the grip. That's it, and I will add those via an overlay to the normal map. Daveness: Yeah I intended to add the metal…
some other things...the tabs to switch between the two sections are typically at the top for easier access...I know the urge to be unique...you should have seen my previous site, it was a mess...but the standards that people commonly use are in place for a reason...because they work well...so don't try to stand out by…
[ QUOTE ] [ QUOTE ] excluding that sort of advertising from a video game doesn't somehow mke the game better or more fun to play. [/ QUOTE ] this doesnt apply in all cases.. think of all the games with comedy ads and parodies of companies like GTA and sin episodes. I like those, I would hate to see them turn into real ads…
I was about to be like "this thing is way to thin" but after looking up a ref picture...wow that thing is tiny. I guess the only glaring issue I have with it, and I sure you know it, Is the painted black metal+wear could be pushed a lot more. If it weren't for the logo/letters/numbers, which appear quite on point, I'm not…
Oh, it's not so much that the stock is wrongly formed or anything. Just that it's a bit blocky. The main culprit of that is that the middle of the top side is at a pretty sharp angle. I think chamfering that one loop, or even just at 2 points of the loop (where it connects to the receiver and right on top of the…
didn't we have this thread a few months ago? anyway... - porting your damn console controls 1:1 to the PC - unskipable openings - tons and tons of sponsor logos - the "I swallowed a flashlight" effect: glowing nostrils and insides of mouths (ever heard of AO?) - action sequences just for the sake of it - 3rd person 3D…
Scruples is correct, that is too much unique space for a single texture sheet. You will want texture information that follows the corrugation and plate details (medium to small scale) but you also probably want some big details across the side to provide some large scale texture variation (ground fade dirt, logos...). The…