The vast majority of the surface area in a 1m square of grass is near vertical and a pretty significant proportion of that is facing away from the viewer As such... if your light source (the sun) is on the other side of the patch of grass from you, any light going in has a relatively low chance of coming out in the…
Hello, I'm in the process of educating myself in the texture workflow process in Max I was messing around with this Starwars Bike a friend had emailed me. The texture seems to not be applying itself properly I'm not certain what the issue is I've tried a variety of things but I can't find a solution could I get some help…
Hey Ron! I must have missed your post, i finished the bike as an in game asset, it now looks like this: [SKETCHFAB]ad6f63cb5bf14ac98336e71a59964d31[/SKETCHFAB] more images of the bike, in other rendering engines, can be found on my portfolio page: http://pietervantorre.com/portfolio/looper-hoverbike/ Glad you liked it so…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
I'd say the first ones definitely look like concept pieces, and work well. The last one that you posted looks a little more like a polished render but honestly I like it the most. Might just be that I like the design the best :P but I think they all work well especially as concepts. Only critique would be that these look…
I made a dragon sculpt and I am now trying to make a retopo of it, intended for animation down the line. However while I made a lot of sculpts and still models, I do not have a lot of experience with medium poly character models. I of course watched a lot of tutorials, but I have a lot of questions and desire for feedback…
Been busy for a god long time with work and have been neglecting Polycount unintentionally, but i just finished this personal project of a Viking Axe the other day and very fittingly went to dinner at a viking themed restaurant! this is one of the screen grabs, ill be putting higher resolution pics up maybe on here or just…
[ QUOTE ] The advancement of LOD tools (meshlab rocks) have been a huge help in my workflow. It will never be 100% automatic, like soul said a program can't determine some key areas like the face, etc. But a powerfull lod tool in conjuction with hand tweaks really does the job much faster. [/ QUOTE ] our lods are all…
Hi @Kinaya . Great work! I have some inputs categorized. Presentation: 8/10 Your approach of creating a rendered front, flat back, and a face is more than enough for a 3D artist to determine what they're looking at to produce. If you're showcasing a character for gameplay. Facial expressions isn't that relevant. Usually,…
Yesterday I was happily laying out buildings in my city map and managed to generate a single p4 changelist with over 180,000 files in it. The number of actors in my level isn't a problem in itself, where I'm getting issues is that p4 does not like having 180,000 files in a changelist and the resulting upset seems to be…