Hey, I'll give a couple pieces of feed back, even though I'm no expert. The first shot with the door opening needs the robot moving through it, or at least towards it, so the second shot feels better. The second shot where he enters the room is a 180 axis flip from the previous shot. He starts facing right, he comes in…
Update ^__^ Improvements to topology and Mato started UV-mapping. Currently at 1889 tris. What do you guys think? Any tips for newbs, or is this hopeless? :D
Brain drain maybe? If you already got skills, why not hop the border and work for the richest nation on earth? Though relative to our population, I don't think we're lacking that much in studios. Montreal and Vancouver are always pumping out exciting AAA games, it's Toronto that seems to be a desert. Even more bizarre,…
After some playing around I can only assume it's down to the number of light sources in the scene - if I rotate the object 180, the shadows then appear on the front of the object :poly118: I s'pose all all I'm looking for now is some validation that I'm not doing things completely wrong?!
@Olingova Thanks, man! I usually searching at first in google and pinterest, also here is free pictures, I found here stamps for the boxes. https://www.freepik.com/free-photos-vectors/travel-stamps Here is some labels generator. I didn't actually fully understand what this labels means, but it looks good to me…
So glad your back onto this; was showing guys at work today.. Look at using micromesh for your chainmail; itll save your life ;) http://www.zbrushcentral.com/showthread.php?183429-Customized-Chainmail-for-MicroMesh
Thank you @leuxart ! Our sources of inspiration are rather eclectic. As you noticed there are several elements taken directly from surrealist paintings. The architecture itself is a simplified combination of revivalist colonial building, ( modified by the limitation of working with low poly art in Sketchup ). But a bulk of…
Yeah they're basically just three different masks made in Substance to add scratches and splotches to the base colour/roughness, nothing too fancy. Basically at the moment it goes base value -> curvature -> grunge multiplied in -> AO, not doing any massively complicated blending since I just want to vary the material a…