This contest was awesome, so much nice stuff was made. I want it all in game! Great that they accepted the proposition for the greentooth pin, Valve are such swell guys :) I'm going to wear it with pride.
Looks fantastic. But the glass is just a plane. What you should do is apply a shell modifier and apply the needed support edges. Then subdivide. Also, use reflection cube maps or something.
I smell scam.... But then again he could be at the wrong place or completely new to know that there is actually a thread in PnP where Pcers have submitted models to have others practice their texturing.
move the shells of the copies on the U or V axis by 1 UV unit this will make it so they don't bake over each other but have them sample from the same part of the texture.
All this stuff and none of these.... a pity. Anyhoo.. All mine are from movies: Akira Ghost in the Shell Bladerunner Any of the -qatsi trilogy. (Koyaanisqatsi, Powaqatsi, Naqoyaqatsi) this is all Phillip Glass stuff
According to Google, "clam pokemon" is named Shellder, and looks very much like your model. But its eyes are missing, and the sticky-out bits on the shell shouldn't be boxes. Taper them.
I use mainly Maya, starting to learn also 3ds max. How can I make the distances between the outer edge and the inner equal, for example, on a rectangle? Tried using different tools, inset, outline, shell, but haven`t found a solution. Thanks!
Hi! Cool that you keep chipping away at this scene! Some thoughts: Lighting-wise, scene is a bit swallowed by the volumetric fog. In the concept the light comes in more from the top, sort of putting a spotlight on the center and the indirect lighting seems to be stronger. I think re-lighting the scene with those aspects in…
They just posted a new fluid simulation video at http://airtightgames.com/currentproject.html It will be cool to see this kind of stuff show up in games, like a gas tank spilling fluid all over the place and catching fire. Or a wall of water knocking enemies down. - P