Thanks! About UV unwrapping. The tip I can give you is when unwrapping curvy shapes, always try to have it straight horizontal or vertical. This will reduce pixel stepping in textures. Back when I was using Maya, that's basically the workflow for unwrapping those type of shapes. Right now, my main 3d package is 3dsMax. For…
I had a reference from deviantart for the base model which i made myself :D ), and ive been using some random stuff from google images (lol) for inspiration, but no real reference at all. Blender tells me that its 12k vertices, but i have no idea about the polys (and i don't remember much about geometry schtuffz :P) found…
EQ (or someone), would you please show me the contents of an obj exported with proper hard edges defined? Are there more vn entries than vertices? Or does it use s 1 [faces] s 2 etc in declaring the geometry? It seems like most importers ignore vertex normal information when importing obj, but if xN does it differently…
Some new screenshots after another few months of development! On the art side the basalt and fortress forms have been pushed more with overhangs and alcoves, a foliage pass was done for the Level 2 Swamp theme, and a color correction/lighting pass with unique color correction for each weather variant. Every level has gone…
What a lovely video you linked to earlier ;) Anyway, can't you get away with using the "Pixel Screen Position" node? It gives you screenspace coordinates. If you try it out you will probably want to invert the vertical axis and probably also compensate for the aspect ratio of your current viewport setup. I've used it…
looks sweet! and thanks for dropping a link to my page. it never hurts to have some publicity when you're unemployed. Though if i knew that so many people would start modeling those guns i'd put more thought into their design. :) one thing that stands out to me is various small normal map issues, most likely caused by…
You're right, it does need to be walled off with gates. Originally I had planned on having this as a sort of vertical slice or diorama of an interior part of the camp (where the higher ranking captains would be) but I think I'll expand the camp to create space for the tents. The twig barricades you mentioned, I'll create…
I think shes a little tall, like stretched vertically, not so much skinny. I think mostly in the neck and legs. Visually I don't think using the photo textures is bad with a cartoony model but the face sort of breaks it. On one hand the bust looks really good aside from a lack of texture on her jacket, but with those eyes…
I have already so accustomed to draw on middle sized wacom tablet and look at a big, unobstructed by my own hands vertically positioned screen, any true "natural" way seems so awkward and unnatural for me. Even when I do it with a canvas on an easel it somehow feels wrong and tiresome now. Too much of redundant hand…
I think most of the people that get upset are PC gamers that feel like they are getting a crappier version of what the game could of been, if it wasn't for consoles. But their wants and expectations are a very simplified versions of reality, visual downgrades are a much more complicated issue, it's much easier to polish a…