Thx Bonkahe :) Yes,for the pillars I attempted to draw some perspective lines,but for the exterior I didn't know how to apply perspective to it because I wanted some kind of irregular/tilted ground (like a raising portion of the floating island where the scene is placed in) therefore I think I've fucked up a lot in there…
Sorry to disapoint Scudz. Slowly pulling my stuff up. Now featuring floating TVs. I'm not sure about the direction TVs took, very vintage maybe too much. I was thinking about a more techy support to clash the design of the TVs. I would appreciate critics and tips if you guys have any.
Some HP WIP. I'm making extensive use of floating geometry to speed up my workflow. I'm planning on a sculpt pass on some stuff here and there. Locker: Chair: Variable voltage power supply: Hand welder: Jieldé desk lamp: Silicone glue gun: Thanks for visiting. C&C more than welcome!
If you have mirrored UVs, you will have a mirrored logo, there is no way around that. What you could do is add a small quad of floating geometry on the side you want you logo and have it as a separate element in your UV map, so that you can stencil your logo on it without having it applied on the other side.
50 is the default limit on a polyCube, so that's normal, but yes the bend's Curvature should go -180 to 180. Check mayainstallpath/scripts/others/performBend.mel for the section that starts with "float $maxCurv, $minCurv;" to check that the values are correct there. Looking at this also reminds me that 3.14 is 180 degrees…
An easy way is to have all your facial expressions evenly spaced on a sprite sheet and then map the parts to different planes floating above the characters face. Then you can offset the UVs of the planes to make the expressions change. If you control the offset by a null you can then use that null in a shader in engine to…
in the case of the psx not having floating points, i've seen that most model uvs have whole pixel placements, so that's one thing but still they usually looked very weird, today most modelers will try to aim for least deformation on the UVs while back then, by the look of it it was "try to pack it as a square". Unless i'm…
Saw that site before, and heard the theory originally just after the game came out. There are one or two other theories floating around, but this one always seemed the most plausible to me. Afaik Square staff never clarified wtf was up with the story, I guess they just really wanted people to figure it out for themselves.
The colours are great and mesh well with the composition of the scene. If you were planning on making it a creative space I think it would be nice to have a person standing in the ruins and painting. Would be more work of course. Do you plan to make it a floating island or have it be in a lake or something "realistic"?…
for the layered rock look i usually break the rock up into different flatter rocks and mash them all together using the mesh insert brush + dynamesh There was a very good tutorial floating around here before, that would be useful to you. Ill try find it. found it. http://www.polycount.com/forum/showthread.php?t=110812