Mojo [ QUOTE ] o you can stick your thumb in the eye of consumerism, only means you will pay more when you end up buying it next week. [/ QUOTE ] These days are meant for you to buy things you wouldnt otherwise buy. To get you in the store and buy "A". Its psychological in nature for when you are in that store you see "B"…
Thanks, to be honest with you I have some ideas about negative space, but none of them seem strong enough. One would be to show some opposite mountain chain in the background. I think I can achieve that with a custom skydome maybe. synergy11: three tiling textures (4 with the older brick texture but it shares the same…
Hmm yea with 200 odd characters walking around I'd be suprised if it didn't slow down a lot tbh. It's going to use up a lot of CPU/GPU time just to do the scene update with that much stuff going on because every time you alter the current time every node downstream of an animCurve in the DG needs to be calculated again. I…
Thanks for all the tips guys, I've had a few problems with my SSD so I haven't worked on it much in the last couple of days but this is what I've got up to so far. I think I still need to figure out ZBrush and the correct processes, some of the processes people are mentioning I didn't even know was the norm. I think the…
Thanks folks :) @Popol: Hey! I'll post the wire next time. I'll probably re-make the high poly of the safe too and post it a the same time ;) See you @Chase: If I understand, for the armrest for exemple, it was just a box. After in Zbrush the piched areas was a mix of Slash3, move, pinch brush if I remember. @bZero: I…
It sounds like this is for a pre-rendered animated short, rather than a game so... take advantage of that! Story board the hell out of this sequence before you create a highly complicated 'do-everything' rig. Think about shot economy and the most efficient way to visually communicate that this character is unraveling.…
Looking pretty good, a couple of things: 1 - AOcclusion in Marmoset is killing you, particularly in the hair. My suggestion would be to bake a small amount into the diffuse, and then keep AO off in marmoset. 2 - His skin looks dead. Perhaps a bit of marmoset subdermal (not too much) will help, but I think the main problem…
Hi everyone, I've been struggling to remake the high poly for the computer terminal environment prop I posted recently so I decided rather than waste countless more hours on it I should start remaking the second character I ever made as I never quite finished it, and with college time constraints on me I never brought it…
[ QUOTE ] [ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Hey hawken, I would have to disagree with you on this one. SO what is ok for next gen polygons, lets say for a tunnel style FPS? [/ QUOTE ] When you can save polys, you should, because you can use those freed polys to make other…
No one is using rigid weighting anymore... Well almost no one though I can't think of who would be. Gears are 3 maybe 4 bones/vertex... UE3 can I think do 4 (its stated on the info page, whatever it is), but 3 AFAIK is common since most of the time 4 isn't necessary. Though this is a content and not pipeline/engine issue…