Hi all, first post here! (Been lurking for a while and haven't got any art good enough to post yet -_- ) Anyway, as an alternative to Notepad++ I've started using Sublime Text for coding and general text editing. Has some nice features like multi-line editing, 'distraction free mode' and is pretty much entirely…
How about this load of sex j/k LOL i'm already doing that heh. But on a more serious note, you could try modeling gargoyles, or whatever that looks like a nude guy and flies (It'll help human modleing and monster modeling altogehter, especially with defining facial features) There's loads of unused concept here for a dead…
I just released an iPhone and iPad version of this without the pong game and renamed it Art Bomb! In retrospect ARTaSpLoDe! is a pretty terrible name. I also added a black and white mode to make character silhouettes without distractions. Here's a youtube vid of it in action: [ame]…
Currently the SDK only supports custom maps, but we are working on full modding support allowing people to do pretty much whatever they want. Whether that is replacing character/weapon models, making new game modes in code, or doing a total conversion is up to the user. Custom map servers show up as one color, and Modded…
So here is my problem, I watched many tutorials, but none seems to help. I am starting to think the problem is with my mesh. I am following this tutorial - http://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925. But my normal map looks like this: http://i.imgur.com/OCr5d0H.jpg Please note,…
Hey, welcome to my thread on a Transformers project! I'm hoping by the end I'm going to have a functional and great looking Decepticon to show off with. Any criticism is welcomed on getting this to be the best that it can be. So without further ado lets begin. I sketched some really rough stuff on my favourite G1 character…
On the face of it an interesting closed source option however I think a brief workflow overview would help, thus enabling people to assess either it's pros or cons themselves although appears your demo is no longer available? Side note - for hard surface stuff I make, a native voxel remesh technique seems straightforward…
it's true but the problem is you still have to do manual selection of things to process differently colored areas independently and make kind of frequency separation to separate micro from macro height differences. First thing is impossible imo without human or artificial intellect involvement and regarding frequency…
In Mari you could recreate SPainter approach with help of built in node editor. It has hugely superior projective painting to paint with photogrammetry based color+height images through live connection with Photoshop smart objects. it's layer system allows to connect anything to whatever else you want with nodes or…
Here are my 2 cents. Anything animated should be done in the shader graph. These shader graphs in the game engines works similar to how substance nodes works, with one exception. The substance ones bakes down to a texture(render target), and there is a good reason for this. Most of the operations you can do in Substance…