remember that if you intend to work on UDK for example, you can later on add definition to each different rock model in editor using vertex colors + heightmap.
What video player are you using? Media Player Classic (for example) lets you control the video hardware rendering. Switching to the software rasterizer might solve it.
Hmm, ok maybe it is just the geometry or the way it is presented, but the houses in the background (for example) really scream "anime-like" at me, while other parts are almost photorealistic.
Looking good. The leather jacket looks little too realistic compared to the cloth jacket for example which has much more painterly feel. Consistency = everything!
nice tutorial, but uvmap of model not the best example how to make them(lots of wasted pixels) anyway, tut was about texturing, and you did it nice. thx
HAHA! Awesome! I have no clear stance on the issue...it doesn't bother me. But, I believe it's time for other nations of the world to start setting an example for America.
Sorry, this is what I'm referring to... In the first example,it's the edges/rings of sleeves from adding thickness: And then the other issue is when parts of it, such as the collar/plackets, project onto the surface below:
Does living in non-native country mean you can't have the same tools? I mean, if you are just moving to Belize for example, who says you can't have a house/apartment with the same big monitor and desktop workstation? The thing is just cheaper cost of living, right? Whatever stuff you can't easily get in the new country you…
Hi, thanks for sharing this work. I've started to go deeper into clean topology and now wonder about some triangles, for example the one above/ahead of the rear wheel arch and the ones around the door handle. I expected the subdivision surface modifier to do weird stuff there, but obviously it didn't. Can someone explain…