I love the updates. The noise control on the foliage is really well done. But I'm still confused about whether this is an interior or exterior scene? It seems like for the cave you a clear composition and focal point in mind. The exterior exploration has really good lighting and accompanying material work at this point. Is…
Hello! I want to make cobblestone floors for my project, and to achieve a more detailed look, I thought to displace it. However, the base of the stones is pinched after the displacement. The map is done in the designer . Hope you can help me figure out the problem.
Release notes(not released yet): v0.1 * generic operators based on standard ops, modifiers and bmesh already working * live node previews * live primitives * cached node output * ops, modifiers and bmesh integration works well with some hacking, edit mode ops not working thus * fast voxelized preview for extra large meshes…
Hey Polycounters! I'll be starting my next environment very soon. Here are the concept Images and some quick notes calling out the props/materials by text. Artwork by Evgeniy Musienko. Notes: Last Image is just inspiration for more prop ideas. All art is by Evgeniy Musienko.
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
We are developing a PC game and are looking for a programmer who can help move the project forward. There is already an experienced programmer on the team who has done a significant amount of work, but he now needs an assistant — someone who can take responsibility for parts of the system and help bring the project to a…
video : https://www.youtube.com/watch?v=gOoyXOEAnoU&feature=youtu.be Using male biped, started with structure set to use knuckles but then I have changed it to normal hands. I have weighted whole fingers vertexes to hand bone instead of knuckles so I was able to place the fingers bones to right positions. All this was…
Well done! That's a lot of work to do in your free time. The two biggest things that stick out to me are that Noseman could really use some darker tones in order to make the shapes of his face/nose read better. Currently he looks very washed out (an issue that none of the other characters suffer from), and it makes it hard…
Hey Guys, So I've been developing this character in Mudbox. Export it an an FBX and have a play with it in 3dsmax, just to get a sense of rendering and rigging. Next day i do the same and continue to work on it it. Then this happens, I don't know whats going on but the textures on the diffuse have seemed to have gone a…