Heres the 3000 car version. Its not as well presented (bad music, superfluous introduction that runs for over a minute unnecessary mucking about) but the shots of a great sea of cars pouring through the level are worth a look. http://www.youtube.com/watch?v=Z-YxQ398Kjw
Hey Polycounters! Im currently in Germany, and my keyboard keeps replacing y with z :) but I'm doing fine! I just uploaded a load of pictures, and some reference pictures as well. don't know if they'll be usefull to some though. Kind regards, Ilja
nkoste- your missing out, you'll never know how much pleasure two bishops fingers can give you :-Z westons- i used live near the orchards my bro worked there one summer you have been warned
This time around you should maybe consider adding bigger over all details to the tooth to give it more of an interesting shape,right now all of the micro detail just looks like a stencil in z brush. kinda like the bottom roots of this thing.
Hi.. I've made the modular wall before with max + shockwave. Just want to share my experience. When aimed for realtime + low poly, major problem attaching modular walls and objects are z-fighting - and I have implement a lot of face removal.
My name is Ibrahim. I am solo-developing Sophie the Zombie-Girl, a 3d platformer stylish-action passion project. I have 3 years of experience working as a professional Unreal Engine programmer and solid skills in 3d, animation, concept art, and VFX. At the moment I am at a university and have a part-time job as a…
@BradMyers82 Yeah I know what you mean. Unfortunately I don't have a lot of control over it as I would with fully baked-into-texture lighting. I've experimented with it before, plugging the albedo into the emissive, boosting SkyLight values, boosting Diffuse Boost, indirect lighting intensity etc. and you kinda fix the…
For instance I have a very basic shape for my hut which is 334 polys and I wanted to put the mesh smooth to smooth out the hard edges that brings it to 1,500 polys. Then I wanted to collapse the stack and bring it into z-brush. Is 1,500 poly model too much for low-poly???
Damn, posted in the wrong thread :poly122: I'm exporting animation via the .smd exporter that comes with the Source Film maker but all the animation is flipped on the side, as if it was taking all the Y-translation values and using them for Z-translation and vice versa. Any idea where/how I can fix that?
Me too... me too T.T Yes, I want to sculpt these characters. Kuwabara is one of my favorites :-D I also did the Koenma: http://z-zogue.deviantart.com/art/Yu-Yu-Hakusho-Koenma-Colors-580956605?q=gallery:Z-Zogue/51686235&qo=3 Thanks RitualSynergY!