I think the slow development on the part of the UI Team is down to the amount of time they have spare to work on it. Remember that the Blender Foundation is not paying for work on that area (insert snark about BF priorities here). They are (or were) slotting this in between tasks that pay the bills. It's a big job which is…
Stopped playing video games. Stopped watching Movies and Tv shows (they are mostly shit anyways). Kicked Energy-Vampire "friends" out of my life. Also i stopped doing ANY amount of overtime, no matter how much resistance i get. I don't care if they fire me. That gave me back 10-15 hours per week. I am using all the time…
I've been putting together a video called Pixelart for Production, focusing on how to efficiently produce pixelart for games. However, i think in it's current form it is way too long. I'm thinking of maybe redoing it with a lower resolution sprite, as it is it is 3 hours 40, and it is a pretty slow laid back slog. I cover…
The only large pieces I have lying around are on the ugly side because I was making a mechanical prototype and I was more concerned with speed and conserving filament. (I was making a prototype for a flight sim throttle quadrant... didn't have to be pretty, just had to work.) I can print some sample models off here in a…
Nice! How dramatic are you wanting to go with your lighting? Do you have a mood board? It also looks like you have Auto Exposure enabled i would disable that (Project Settings > Rendering and it is under the post process section) for your steam i feel it is too small for the what your are trying to show.....it looks like…
STOP. Slow down... See what you did wrong and change it before you move on to detailing. Newer artists are so quick to jump into details and texturing that they overlook fundamental flaws in the model. To be frank, no one is impressed by a poor base model, no matter how much detail is on it. All they see is wasted time.…
Yes i can give you a little insight i actually was perplexed by the rail system too, and i honestly think i did my holes rather in efficiently but ill up load a wire frame of it and upload the .obj so you can play around with it, ill have it up by later tonight, right now im working on the ejection port and dont really…
oh duuuude you got everything right; that looks so awesome! i think you're focusing too much on stills, though... even in Real Life geodes require movement to discern. if you're gonna add fog, do so sparingly! by the way, have you seen naica? if people weren't included for scale, your only clues to the scale of the place…
[ QUOTE ] I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand [/ QUOTE ] Most new users probably look down at all those numbers and think "wtf?". I never understood the advantage of numbered smoothing groups. With other apps you simply assign hard edges. Does max allow…
All done. And if you haven't made your way over to the Low Poly thread, there are a bunch more awesome low poly renditions of Team Fortress 2 characters from other people.