I always think its importent never to use the same color throughout the model. Ex. your green stays the same hue etc.. Its kinda like giving a face a skin color but not taking accounts as nose been more red, forhead more yellow etc.. Its heads red "thingys" stays the same red, even tho they'll probably be more translucent…
OH YEAH: just read the patch notes, they've added asymmetry to all the editors A + Click : Make a part asymmetric A + Drag : Move part asymmetrically A + Mousewheel : Scale part asymmetrically A + Drag from Palette : Create a new asymmetric part Control-F : While an asymmetric part is selected, will "flip" that…
also with normal mapping and shaders you can do a lot more than photo realism, actually you can do everything but photorealism And stuff like unreal3 is still heavily stylized and far from reality, or can you carry a giant armor and a big f***in gun, same goes with the super contrasty colors in farcry or other games. we…
The Zbrush 2 practical guide is probably the best learning resource available. There's not a lot of material available partly because of how new Zbrush is, but also because Pixologic covers most of Zbrush use and UI pretty extensively in this document. It's full of Zscripts recorded right from modeling sessions within the…
Take off the background image (the squares) of f your Resume, it looks a little gross, like an IT consultancy idea of 'cool design'. Functionally it's not adding anything to your CV, and gradients will look ugly when printed out. Also, if you're going for an interview someone in HR will grumble about having to do a colour…
This is actually turning into a fun little social experiment. The question is no longer really, "Can you?" It's, "Will you?" Think about it. 1. Adobe put up the installers AND the serials 2. Word gets around that Adobe is giving away some software 3. Dov Isaacs goes on the forum, but technically off the record, and…
f you want to go for Silent Hill, turn down the ambient a bit from outside and make it gloomier. The lighting is tough to nail for these older games, as it is very dark, but bring in some god rays and let the ambience fill the room. You're right, the light fixtures aren't very Hill-ish, but you could get away with some…
Tutorials on modeling more complex objects will help you see how other people tackle various problems so that's certainly one thing. Another will be to simply try, and fail, and try again. Use what you learn in the tutorials and try to apply the concepts you learn to your own project. If you're still stuck, there's a great…
When it creates a texture called BaseMaterial [Normal], it's doing this so that 3DO can preview what you're working on. To avoid that, put all assets you plan to convert into a folder called NORMAL and work from there, assuming you have the NDO scaling layers above and below the NORMAL group. You might want to take a read…
Have you thought about unifying the characters under a colour tone? They are both very linear RGB, if you pushed it down a pastel tone it could help them bounce of each other. Its probably to early to tell until you get your scene together. But possibly food for thought when you come to polish. Looking forward to seeing…