It's kind of background, landscape renderer supporting very complex procedural /brush based scattering and geometry modification which differs from Vue or Terragen in regards of pretty accurate and big enough interactive preview with quick de-noiser. So on modern AMD multicore processors it works quick enough to see what…
Hi Larry! Sorry for the very late reply (only go on polycount from time to time). What I would do is just spend a fair bit of time collecting as much real world reference of wear on objects that similar to the ones you are doing. Obviously you cant find real life pictures of a magical chest, but what you can do is look at…
If you already have Substance Designer, their multi angle to normal node does pretty much what shadermap does as far as normals are concerned (doing 4 directions like that you could do this in photoshop yourself too. I have been messing with foliage scanning for a long time myself, still in the process of making my latest…
Might as well try to join, I'd like to see myself at 10-15kg less as well, been gaining a lot after banning myself from most exercises by ruining one of my feet. I can finally use my crosstrainer again so I'll start doing at least 30 min a day. I like to play or watch movies while doing that too. Good distraction and music…
Got a tour of Blizzard through a friend I went to elementary school with, and wasnt even a tour, was more of just a lets go to the cafeteria and call it a tour of the campus. We sat and just asked some of the teams questions, but just being on the campus back then was just the absolute ultimate experience. I grew up…
I really only have 2 critiques on an otherwise really cool character. The first one is that your gold bits really, really need some love in the texture department. It's far too yellow to be gold, and all the details you put in get washed out by the uniform spec. Adding in a little variation will go miles to making that…
Hi! Not sure if you guys are still interested in looking for a project, but figured I'd give a shout out. We're a classic roleplay-enforced RPG in development since 2012. We aim to create a world where players have to stay in-character, speak and act as characters do, so not the typical hack and slash, sell/buy loot type…
@ Brygelsmack: That's what I was doing initially (working on one side), and then I tried to mirror it over and got this mess. I was actually hoping for a paint over. As for what they're teaching us in school, it's all low-poly environment modeling so far. I actually registered for this particular Max class under the…
Although this is a great thread, an interesting read, and raises some good questions, I think breaking it down to sub-atomic particles in an outer-space lab might be a step in the wrong direction in what is essentially art. I mean every single aspect of what makes this real-time art is 'hacked', simulated reality: the…
It depends. What workflow you prefer (sculpting + retopo or first modelling then sculpting or something in between?)? What does the game/project actually need? What style do you want to achieve? For the character from Tansistor (if I picked the right game in google) you don't need zBrush at all and most probably it…