Really nice man. Huge improvement. You've got a lot better handle on the subtleties in the new version. I dig his vest. Good job on the hair too. I think the gloves and kneepads are the weakest elements at the moment.
[ QUOTE ] anything can survive EMP should be ok. my 2c [/ QUOTE ] Anything that can surive emp and fits a Diablo style class and has only one 'element' in its' design and doesn't use steam power.
Completely different characters, no borrowed elements from Marcus Fenix whatsoever. Aside from the obvious "guy with gun and armor". I see no point in even discussing this. On a side note, Simon Phoenix would destroy them all:
Daz: Does that make the selected faces into a new, separate object? From what I remember, it just breaks them off into a sub-element of the original object, which isn't what's needed here... if I'm reading it right.
Right on, the game videos I saw were badass. I loved Butcher Bay, it was a unique FPS with lots of fun adventure and role playing elements, truly one of the few really well done movie tie-in games.
Hey Guys.. wanted to share some interesting stuff.. Mixing GOT characters with Harry Potter Elements on a battlefield.. It was really fun working and exploring 3D Printing. I hope you will like it. Artstation Link: https://www.artstation.com/artwork/bVZBG
Experiential company looking for a freelance Unreal Engine pro to texture and light multiple Adidas stores ASAP for realtime concept presentation purposes. Majority of modelling will be supplied but modelling skills for additional elements would be a bonus. Please drop me an email if interested.
Managed to make the desk fit in one texture set so that's less draw calls (yay!), added a few more props that all share the same texture set. I can't seem to make the gramophone fit into one texture set. What would you guys recommend? Trim texture? Smaller texel density for some elements? Still very much looking forward to…
Just sharing an assignment I made for a mechanical bipedal asset; The piece was modelled primarily in 3ds max with the occasional departure to zBrush for select elements. Textures were baked and painted in Substance painter across two 2048x2048 Texture Sets. Rigging and Posing in 3dsmax and finally Marmoset for these…
This is a project I’ve been working on in my spare time. The driver was sculpted in Mudbox with the hard edge elements Subd modelled in Max. I wanted to do a simple, single material render to give it the look of a 3D printer model. There are work in progress shots on my blog: http://redbranchblog.blogspot.co.uk/ Red