Alright, "long" time, no updates...what did I do? First of all I made up a backstory for this piece to get the scene more filled up with logical detail so I just thought about what if the templars overran this persian temple long ago, build their own buildings beside it and use it as some kind of outpost/training facility…
I finished up my Hellbound skin pack. It was a beast. I went into Zbrush and made all new normal maps and textures which meant new spec and gloss obviously. So I had to break the submission into 6 packs (light, medium, and heavy in both summer and winter) in order to fit up on the shop. Steam Shop:…
http://www.mirror.co.uk/news/top-stories/2011/10/20/gaddafi-dead-libyan-tyrant-s-bloodied-corpse-paraded-on-live-tv-watch-the-shocking-footage-115875-23502777/ "bloodied corpse paraded on live TV - watch the shocking video", but watch this advert for Gordons Gin first. I can't believe what society has come to......There's…
Hey, good start! For general timing feedback notes one thing I think could help is to hold the anticipation of the punches for slightly longer and decrease the amount of frames between the antic and the hit so it has more impact. Another timing note would be to vary the timing on the punches as they all happen at the same…
Looks good. Though the white models are making it really hard to see your paint work, because they're so damn bright. One way to do this is a light colored wireframe on top of the textured model. Like this, just to pick a recent example: http://www.polycount.com/forum/showpost.php?p=2357035&postcount=6918
Heya peeps, I was wondering if anyone knew the names of filters one would use to filter out your standard Spec/Diffuse/Cavity setup in the images one takes with a camera? I know that Polariztion Filters (Linear) is what you need to get a flat diffuse, and negate the Specular, but what would I need to do for the opposite,…
By messy I mean the circular cutout isn't circular(I've no idea what a pool noodle is but I'm guessing the hole is circular) and the thickness isn't parallel. Also, the way the verts are spaced along the surface around the sides of the holes is resulting in a nasty thin area that really shows in the bake. Plus you have…
That was a bug that they patched early on in 3dsmax2012, so make sure you're running the latest service pack. I think, if you held down shift or alt or some combination it would revert back to the standard way of scaling uniformly, but you should still get the latest service pack.…