@Chronicle : Re-topologizing in ZBrush can be kind of a pain, it's unnecessarily complicated, and is missing a lot of standard tools that you would find in other re-topology programs. I personally prefer Maya 2015's quad draw feature on a live surface as it is very flexible and allows you to additionally edit the model…
That won't really work for some hard geometric shapes where you have no choice but to split your UVs along an edge to prevent distortion but still need texture to cross the seam (such as paint worn off of metal along the hard edge). It looks like we'll still have to use *painting package of choice* to augment DDO with a…
Wires and tri counts as promised, might take me some time to get the animations batch rendered and uploaded, i've got one last little assignment due in a couple of days that i need to get done before i can get those animations rendered. The Dasher - 154 tris (called it the drone originally, this is the newer name that i…
the only time it's really ever worth it to model in panel lines is if you're hugely autistic, or just want to impress with your d0pe azz modeling skillz. in those cases, yeah, what you described is how i do it. model a solid base mesh, then just clone the panel polys out using the face normals constraint and apply a shell…
Rarely do I comment on much in the forums...but I absolutely love making games in my spare time with hobby/free/open source engines or doing mod work...having some insight as to what it takes to get a small project together I felt compelled to respond this. Your models look great, Thy certainly got my attention given your…
Archanex - Thanks for the suggestion! t4paN - Thank you for the kind words! You're right about the drowning animation. It was under the constraint of being for a game, so there were some things that could not be done realistically. First, the shield had to stay close to the bodies to keep the collision box reasonable.…
Really awesome characters, I especially like the Poacher, nice to see the high attention of detail no matter the "rank" of character, too often normal grunts are overlooked and look out of place compared to the player character, but he looks great. Texture work is really crisp, and it's great to see at it at a high…
So I figured this might be a good opportunity to learn PS scripting, so I took some functions from one of the gurus online and made a really simple-ass toggle the script just toggles between paintbrush and eraser, but only works in CS3 or CS4 (for any that don't know, dump scripts into program…
Johny: I'll take down textures on the Persian warrior then, as soon as I've got some more shots of him. I did do a high poly for the ogre, but Persian was done with more time constraints. Its okay, bananas are pretty cool Snowfly: There will definately be more work and updates coming over time. Hopefully now I can finally…
Astrofra, yeah we had that tech working on nba street v3 on the ps2. Characters were shadowed by the baked world. It was a time constraint more than anything else, the character renderer quit before finishing all the features. Pretty much the whole team quit at some point on that game, if you look in the credits under…