If you are going artwise and Isometrics, you should look in to warcraft 1 and 2, starcraft, C&C RedAlert1 and 2, C&C Tiberium Suns + Expension. Also observe the following online mmorpgs on the following website: http://us.91.com/ Others that are not on site are: Dragon Raja, Diablo 1. Also the non Isometric ones. FPS: Doom…
OK so I'm having some problems with Unity default shading system. I have to texture a terrain that I built externally in Blender but am stuck at so many different places. So this is what the problem is - 1.sculpted a terrain mesh, 2.decimated it to create a low poly mesh, 3.baked out a normal map, 4.tried out the 4 layered…
Thanks, guys! :smile: Latest: I threw in some block-in, throw-away hair (I'll be trying to actually sim it in the final game art) and a throw-away bust for the hair to rest on, just for visual context. Instead of working from version 2, I went back to a previous save from version 1 (with the skinnier face and the bug eyes)…
Thanks guys, a bit more work. Think I got it uved pretty clean. Mirrored the front panel as it will be most visible (with player on it) and it'll be a-sym. Really quick test for line flow, not too happy with it but only took about 5-10 minutes. After all the uv time I had to see some kindof tex in place. Still have some…
Volume 2 released! The Pushing Points Topology Workbook Volume 2 is a 60-page software-agnostic guide that demystifies the creation of character heads with clean facial topology. Throughout the pages of this guide, you’ll learn production-proven box modeling tips and techniques.…
2 possible causes. 1. You maybe have black shapes matching the UV in your color map. If so, replace the black with the same blue as the rest of the label. 2. Could be shadow. Very possible considering the angle it shows up. Add 2 render elements and it should be quite obvious; diffuse and raw light.
1, 2 and 5 are great. I think with the lighter colors like 9,11,12 etc it looks more like a toy. But 1 2 and 5 are all really really cool looking to me. I think you should try a darker blue for 2, have the lower half of the red one black and see how that looks.
There is 2 versions of this model: - 1 In Game model with basic posing (15200 Tris) - 2 RTCinematic models with 2 posing (28800 Tris) Everything is explained here http://www.3d-masala.com/Gallery_InGame_Mc_Farlane.htm If you want to check more pics and details or download models, you can take a look at www.3D-Masala.com :)
Uhh.. * Your own unique “self made” versions of your items which indicate that you are the original author * Your themed items released for Team-Fortress 2 in an exclusive Polycount Pack update to the game * Team Fortress 2 poster signed by the team * A variety of random Team Fortress 2 and/or Valve Software swag
I followed that guide. but i have some problems that arent mentioned in it. I think it hit me. When i export the armature it exports 2 things. the animation and the mesh in 2 smds. i think i need to compile the 2. but i think that if i do that i get an mdl so thats not good :/