yeah, I didnt find any good pictures of the Hormagaunt but that dosnt change anything. Im pretty sure there are some great illustrations in the codex, but unfortunately im not a tyranid player. what I was referring to wasn't really the exact look but rather the difference between the models and the illustrations, take a…
Looking really nice man, those color sheets you did reminded me of when I was a kid looking through toy catalogues! Are you gonna dirty it up a bit? It might look cool with a bit of grease / dirt on it. A lot of folks into the whole Gunpla scene have a technique called 'weathering' which when done well can add a lot to a…
fuck, i totally love ui work but that because i was brought up as a graphic designer and only recently (like 2 or 3 years ago) started in the arts of 3d. but yea. the ui is somethnng i love in a game. its so awesome. for example the SKATE game has a fucking gorgeous UI which is perfect for the game. half life for…
Chronic> I'm not sure if I saved that exact same scene that is represented in the last image, but the bundled one is pretty much the same. Texture compression is the main difference. Btw I was lazy and re used old UV layout from when I used a transparent cornea, so I'm not using the UV space efficiently here. There's also…
Thanks for all feedback guys. First of all about texutes. Keep in mind they have 26 skins each of different style and detailing. And each that skin is shared between all of them. So these 4 just use 4 example skins on shots above. Here is texture layout as requested. It is shoted from 1 mech. Empty areas are used by other…
well no, a royalty is NOT anything like a bonus. it's a payment to you, for someone else making a profit from your work. example: i write a song, i can't sing, but i know someone who can. they can purchase the song from me at a rate of 10% royalty per sale, this agreement would end if i sold the rights to that song to…
Hey! So far the overall texturing looks good! However, whats missing is a bit of PBR material definition. Even though Overwatch is a stylized game they do still use quite some different materials to break up their assets. Using the junkrat weapon as an example you can see the weapon features different material types. I'd…
Did you use reference pictures for flat angles such as this one for example? The gun looks very lopsided and some sides are too thick, generally you want to set up multiple reference pictures for several orthographic views and either trace directly if you're making an exact copy of a real gun or use them as a general shape…
Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…
Hi all, I've run into this problem were I have a tilling texture. Mapped to my plane 512x512. The problem is that I would like to be able to move my grout up a bit so it aligns better. I have een reading up on panner, but I couldn't find an example how to offset a texture. Is there a way to parameter this with my panner…