@Joshua the competition was a month long starting on Dec 18th, so maybe 20 days of solid overtime. 5 days of being sick :( during Christmas. most of it was learning Unity shaders
A quicker method might be to isolate those individual polygons that are causing problems, invert your selection (so they are hidden) then do Tool > Geometry > Modify Topology > Del Hidden, then Close Holes.
bethesda is the next dev to get hacked.. http://www.gamesthirst.com/2011/06/13/hacker-group-hacked-into-bethesda-weeks-ago-promises-to-embarrass-the-firm-soon-demands-skyrim-details/
yeah looks cool, I got the impression from the promo video that the catch is that they expect all devs to use amazon services and platforms. Pretty cool for non commercial fun though.
Very cool! Would love to see the major game dev companies get away from high poly sculpts and take a shot at a 2D illustrated look like this for a title or two.
Company is sending a couple of our Devs to GDC. (Woot!) We're all kind of new 'round Polycount, so going to try and to show up and meet and greet to get to know folks~
even fake, that looks pretty cool. If they worked on the ergonomics and had good haptic feedback, that'd actually be quite genius. Devs could essentially make the button layout themselves for games.
Final sculpt looks great, but I think you have to much contrast going on in your textures from a macro perspective. for example the skin is really dar and the armor really white.
ahh fair enough, i can def do that. it feels a bit uniform all the way around too now that i think about it. ill lengthen it and add weight to it, thanks !