There seems to be a problem with the site when using Firefox, please try another browser. Also, the manual is installed with the app as PDF, available via "Manual" from the F-menu, or on the SD-card in the /spacedraw folder. There is now a detailed quick-start tutorial at http://www.scalisoft.com/quickstart.htm; this link…
are you making a high poly atm? if so I'd suggest using floatpoints for the thumb knob on the blade and the big silver circle which I can't think of what it is called atm lol but also make the rivets float too. I'f you're making a low poly version first I'd suggest starting out with a rectangle for the handle of the knife…
todays progress. Should i make the eyebrows even lower? I'm hoping I can try out some facial animations so maybe it would be best to leave room for frowning? idk.. :P Gonna move on to texturing now. Probably won't do any normal maps for now. depends on how our (my game project group at school) shaders will turn out.
Hi tja, Yeah, I'll do as you say - I need to read valve's pdf dcuments on lightning and mapping once again. How can I invert the G channel on the normals? Can this be done with xNormal software that I use? [EDIT] I just found out I've already done it - Lenny Agony sets the Y parameter of normal map on minus, so thats…
Hello ! :) So this my first blocking of the ultimate. It's not finished yet (I just need to put down the character and go back to the idle pose) but you can see the global idea of my animation. The main idea is a blend between the ultimate of reksaï, yasuo and garen. I'm going to add some rocks going out from the ground…
You don't need a lack of details. It varying your detail size. The majority of the details are high frequency/ small. I recommend on top of the dota pdf taking a look at the models in this thread. Its about have large details big armor plates, large spikes, large muscle groups, etc. Also really want to emphasize gradients…
After reading a PDF abotu the UV standards for League of legends i decided to redo my UV's again, this time including more mirroring set ups. Hopefully this makes painting easier. I was also able to greatly increase the size of the head on here too which is good. I'll continue texturing tonight. Seems practically spot on.…
Welcome Gryx, Zombies are the shit, aren't they? I'll be tackling a few zombies myself pretty soon! Here are three freebie gnomon tutorials made by Ryan Kingslein on sculpting a zombie: http://www.thegnomonworkshop.com/store/category/168/Free-ZBrush-Tutorials hope these tooters serve as a better catalyst than all that idle…
Looking good, the combination of human and crow works surprisingly well. The arms look great, thighs may need some more work though (smoooooooooooooooooth), but overall it seems you're on the right road. What are your thoughts on the discrepancy of muscle mass between the arms/legs and torso/abdominal region? Idk if that's…
This website is a great place to start if you are looking into market areas http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf When you say "Halo, and Star Citizen for a basic look" have you allocated enough time and budget for a little more version drift then both of those games? if so then i…