related and nice mash up: http://www.polycount.com/forum/showpost.php?p=1136540&postcount=205 and http://www.polycount.com/forum/showpost.php?p=1136990&postcount=207 to get a complete Silo feel into max
it would be cool to see some experimentation with computational methods (instead of relying on texture). there are some good examples from renderman. google search result: http://www.cs.unc.edu/~feasel/classes/238/238hw4.html
python 2.7 or 3 is not a big issue, most of the code can still run ok, find out a small task/function you will need to do 10+ times a day, then make it into a tool ( or a button), this is how I start my code journey.
definitely go over to technical talk for sub-d edge loop flow. they have some really great knowledge to share. http://www.polycount.com/forum/showthread.php?t=56014&page=233
Hey everyone, this is my first post on polycount. Ummm here is a 1 hr sketch that I did in Zbrush with about 23k polys. Check it out and let me know what ya think! Comments and Critz are welcome. Thanx!!
Wow! Great start. But, those pistol details will be completely lost. I would recommend to keep things bigger and simpler) http://www.lolking.net/models/?champion=236&skin=0 Good job, keep it up!
Hi guys I wanted to show of some Models i have created for the Indie game studio BetaDwarf <br> <br> The game that is being worked on is Forced:Showdown(<a title="Link: http://eternalarenas.com/" href="https://eternalarenas.com/" target="_blank" rel="nofollow">http://eternalarenas.com/</a>)<br> <br> I have learnd so much…
im using an acer 233 hbd its cheap and does the job (although TN it doesnt fuckup the colors when viewed from the side) (a 1024² texture doent fit on a 19" 1280x1024 too)
Another bake, this time a locker. There is an insane amount of UV mirroring going on to get the maximum texture resolution possible. Slowed down my pace because i'm learning UE4 as well :smile: 2.7 k triangles