It was awesome before the big crunch. Lots of fun, a great team to work with. We had an amazing bond and felt like a family, more than a videogame dev team. Every time someone left, we felt the loss in more ways than one. And usually we'd have one hell of a good party after hours to send them on their way. We did get time…
I didn't get as much work done over the weekend due to time constraints, but I wanted to post a progress update anyway. I did manage to make a new platform for the globe, and edited the corresponding hole in the ceiling to match it. This raises is up a bit off the ground. Not much, but some, and the circular shape stands…
Immediately, I noticed your thumbnails were kinda odd. Very neat looking in the layout, but they're not doing you any good. The wide shape won't frame most pieces very well, which is why I'd suggest switching to the square design that was shown in this thread. They'll end up smaller images, but they'll show so much more of…
I think you're trying to get too much done at once, take your time, but more importantly go easy on the strength of the brush and don't use soft edge brushes all the time unless its for something like gradients. Grab a hard edge brush and zoom in (no really zoom in) for this example i'll just fiddle with the belt, its 3:30…
[IMG]file:///C:/Users/tory/AppData/Local/Temp/moz-screenshot.png[/IMG] hey hiten! it's tory! I finally figured out how to change my user-name and post on here. this is going to be cool. I like the winding bridges. They lead my eye through the piece and I think that is important when it comes to busy scenes. It also…
So as far as normmals and zbrush goes I get my model read all its sup level, I go to the lowest sub level then I pick my map size (depending on what I do it varies I go high so I can always go down if I need later) Then I go to the normal map (or the Multi Map exporter if I do other maps), but just for normals I click on…
Draft Two [ame] https://www.youtube.com/watch?v=hWkj4In9bJ8[/ame] Patch/Draft Three coming shortly! Any feedback given will be used in it :) Currently Known Problems will update regularly* Make the Wyvern's Tail more fluid in the first seven seconds * Give the Wyvern's Head more movement at the 37-40 second mark * 19…
Required skills can vary depending on the exact position and the project being worked on, so if someone doesn't know a particular software or workflow that's generally not a big deal for me provided they're willing to learn. What I've found to be the biggest issue are much more generalized skills like the ability to…
@Sculptaur - Thanks a lot man! Really glad you like the work. I took some more images to break down the process a bit more for you guys. It's not a full on tutorial, but it's a much more in depth look at what's going on. So I started off by sculpting mud in Zbrush just as you normally would. Getting some cool shapes and…
here's a stab at some critique. 1. the way this metal is set between the wood is great. It's also nearly invisible. This metal just feels way too dark, and you lose the detail. 2. This particular edge feels really low poly. 3. Why are all the screws rotated the same? maybe it's accurate or something but...throws me off. 4.…