playing around with the FOV and Focal length to try and get the scenes perspective to look more like the original reference Left image is with a FoV of 28 and the right image has an FoV of 35
model Day 1! Aiming for the lower end of the allowed 300 tri count with these challenges. 28 tris 256 x 256 diffuse Sometimes the thumbnail is upside down, not sure how to fix that.
Looking good! I'd probably make the jaw not as sharp, but that could be a stylistic thing? As far as modelling for deformation have a look at this, it may help. wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29
i'd done hell in under 28 hours played (did the entire thing in a group). inferno is the only thing that gave us a challenge but even that took us to the ~60 hours played mark.
just a note: when using the maps in object space, the objects can rotate and still maintain proper shading: http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29#Object-space_normal_map
the variety in game sucks, but that's nothing compared to how crappy the selection will be in supermarkets edit: here's a good article on it: http://www.eurogamer.net/articles/2012-02-28-what-would-happen-if-game-died
Practicing some larger rock formations.. some kind of dota themed jungle shrine. I found using hPolish with inbed set to 0 and alpha 28 gives some nice results
Import the model into maya, create a new model on top of it, try to match the original as much as possible, while keeping good topology. http://wiki.polycount.com/FaceTopology?highlight=%28%5CbCategoryTopology%5Cb%29
this is part 2 god this looks better and better! http://www.gameinformer.com/b/features/archive/2012/01/28/advanced-tactics-exploring-xcom-39-s-combat-part-2.aspx
Hello everybody! I'm Rudy, 28 from Italy. I have a little background in traditional art, I work as a web designer and I'm studying hard to become a character artist.