Hi, Thanks Mark. Well there is no solution, I always use 12 18 sides and add extra edge in between to avoid spec seams. See what you did is exactly what i did but for some still unknown reason it did not work i was having 1 unit difference still. ah sigh. Well the avoiding method is that I made a plane with my desired…
Hey GOBEE - that's awesome to hear! Had In N Out yesterday haha... I really am trying to get out of this bubble though. It's slowly eating away at me. Anyways, my business card has email, website, cellphone #, and an image of 1 of my favorite props. I am currently texturing the Assault Chopper and will be posting my final…
Yeah, I want to do environments/objects but was having a lot of trouble with the last project (attached) so I shelved it because I think I was trying too much too fast. I thought I was starting simpler(view on my other thread about poly cleanup) but still too much I think. It seems like Digital Tutors has some really well…
Also, when you get to the neck a couple really important muscles. Trapezius, and the other one is really long had to look it up, sternocleidomastoid O.o I just know the shape, not the names :P anyway make sure you get those in and you'll have a good start on the neck. The trapz connect to the shoulder blade and wrap around…
Thanks again everyone. frell the cheststraps are just a plane I made in Max, and using the ribbon tools to snap it to the surface, I wrapped it around the body, then put a shell modifier on and put some support edges in there thanks for the awesome feedback mikezoo and MoreDread will definitely work on those points.…
Just my 0.02$: 1) Use texture tiling ( aka texture wrapping UVs ) 2) Use procedural textures ( noise, wood, skin shaders ) and composited layers. 3) Use texture compression ( DXT1 for color maps + 3Dc/A8L8 for normalmaps ) 4) Detail mapping ( detail=signed grayscale texture tiled ) 5) Fur fins to hide the base texture 6)…
[ QUOTE ] Actually FatAssasin (I could be wrong) but I was under the assumption that Gamesfest is exclusive to the developers invited, and information spread therein is not for public consumption. My lead is under this impression as well, and I'm sure everyone at Neversoft would appreciate it if no notes from that lecture…
I disagree with Vig's paintover very very much. In my opinion it removes all style elements that made your character unique. The more delicate proportions on his ears, chin and nose constrasted with the fat look worked great. He's a character who's clearly obese, just not your average 'large' cartoon cahracter like I think…
Marine, Thanks for pointing that out. As you guys can probobly tell it looks like ive painting in the lighting and then taken some of it out. Its because the team and I were not 100% sure if hl2 allowed normal maps on characters and if so if it would be wise to use them in multiplayer because of the processing time on all…
butt: cheers man ^^ Truth be told i'll prolly puss out and just wrap it up as soon as possible :P Is somthing to keep in mind for future speed sculpts tho :) and seams are my mortal enemy. zapplink hates me/doesn't work, tho i might be getting photoshop cs4 soon. I hear there's some cool polypainting things in that. Back…