I wouldn't do that, you're much better off just doing a local subdivision by going to your lowest subdiv, masking off the areas you dont want to be as dense, and dividing. http://www.pixologic.com/docs/index.php/Local_Subdivision Retoppoing is still your best option though as it will give you the cleanest mesh.
I was trying to figure out why the scene still looked off and you've pointed it out well, you reckon i should create another flatter rock mesh to cap off thd tops? @Chicken Dip: Yea, good idea, I should set up a tileable texture to the material.
played a bit of zombie panic attack last night --its a lot fo fun--all sorts of horrible collision shells in places, but its fun -- and the teamwork thing really does pay off. Makes me excited to see what left4dead will be able to pull off with similar teamwork mechanics in place. :)
All right. I'm a little confused on what parts you guys are talking about. I know about where the paint chips off from the metal, revealing the base metal. What about the scratches around the entire thing? Anyways, I'll work on refining the where the paint has come off.
As it turned out, the project did not require electronic tinkering. It mostly involved removing screws and liberating the various bits from their cases. Two ffc cables needed to be extended, but those had friendly ZIF connectors on them. The only tools involved were a screwdriver, a pair of pliers, and a couple ffc…
I'd say your off to a good start. I'm just starting myself. Stick with it. It'd be very helpful to have a sketch of the character your modeling to go off of. If you want to get a lot of critiques on the model, you might want to make a WIP thread in the pimping and previews section. Keep going!
Welcome to the laid off club! Yeah, getting laid off sucks, but think about all the time you now have to update your portfolio, finish those games you never could, sleep in past 10 am, etc. You'll find something eventually, I'm sure we all will.
Well not the whole MKvsDC team was laid off, though most that are still around are waiting to be assigned to their next project. The lead and senior character artists got laid off (one was at odds with management and the other wasn't very good, or so I've been told). Anyhow, congrats on another shipped title Jesse :)
Time to dust off the cobweb on this thread! The game has just been announced and I'll be posting some of my work that went into it. I'll start off with this Douchebag Tree character. I swear, whenever I try to think up of hard wood jokes, nothing comes to mind. We'll do without this time.
Yep they switched ON Gamma/LUT by default in 2012 and it jacked up a lot of people. I forget about it because there is a work around to force it to default to off. With Gamma/LUT turned off save a blank scene as "maxstart.max" to the /3dsmax/scenes/ folder. That way it will load up each time max starts or you "reset".