I love good thumbnails. I often find that I prefer thumbnails and silhouettes more than the final pieces. I figure the reason for this is because thumbnails allow the viewer to fill in the shapes in their own imagination. Some questions I have: 1. How much time do you put into thumbnails and do you use any photo source…
Yeah, can't get to the site, but the cinematic trailer is on Kotaku : http://kotaku.com/5491753/new-brink-trailer-plays-peekaboo-with-big-guns Kinda feels like an Aeon Flux episode mixed in with the obvious Matrix and John Woo sequences, fun stuff. :D Can't friggin wait for this.
Haha, thanks! Spotify playlist: http://open.spotify.com/user/snefer/playlist/32qdeiAZebx55YOmmNZsTe Video of todays stream:http://www.twitch.tv/torfrick/b/541760680
I can't give you the years of industry experience, or all the tips and tricks that come with a healthy understanding 3d; but I can give some advice on how to think. 1. Stop working, (that would nice wouldn't it) but seriously stop working, and stop freaking out. Take a good long look at how your working. Ask yourself how…
Wow, the Weapon Category is ful of nice Weapons. Are they yours? I tought about a Mix of Colorspray and Dust for the Mission in Afghanistan. It´s a weapon carried by an Special Forces Soldier wich is a few days out in the terrain to observe maybe a mission important person. And i think the Dust gets the weapon for this…
I can't live without ZhCV_Polytools, https://www.highend3d.com/maya/script/zhcg_polytools-for-maya-54377 in my daily modeling routine, especially the "regularize" tools.
The debate on which works best for animation shouldn't really carry over to what works best for sculpting. You'd generally want to keep the base mesh as simple as you can so that you can quickly alter it while sculpting, and then go back and give it the topology for animation once it's done. If you're having trouble…
hi guys, here's a quick aniso shader with tangent map - thanks for the xoliul version - using the whole tangent map in the same way as TS normal map was simpler for me to get than the approach I had taken from "Scheuermann_HairRendering.pdf" here's the link http://dl.dropbox.com/u/5440025/aniso.fx I guess I was too late to…
just watched it on youtube, surprised to see so many dislikes... and i guess the counter is glitched by the popularity of the video in such a short time views: 54,117 likes: 147,854 dislikes:1,827 - in comparison to the likes its not that bad i guess... but im really shocked so many people actually hit dislike considering…
Listen to EarthQuake, reflectance is going to become a lot more important in physically based lighting models. They are starting to become very popular, Killzone 4 and Konami's Fox Engine are some of the engines starting to use it. Specular is first used to determine material, so use large patches of solid values on…