5 hours in and the story isn't as engaging as FFX was. I really miss the battle system from FFX it definately feels like a single player MMO. I don't miss the random encounters at all and I like seeing danger ahead of time. The graphics are awesome! Theres so much detail in the town, and the hunt board is a great idea. Now…
i had a SanDisk 256mb refurb before i got my iPod. was really sweet for getting it $15 from woot!. but i kept finding myself wanting a bit more space. definately go for 512 or a gig if possible. unless you can just sit and listen to one or two albums over and over. SanDisk's are no hassle straight up players. whereas im…
Very cool concept John! Although he is kinda... gross I love the expression on his face. I think his nipples should be a little more defined and tinted, although I can't quite tell from the angle of the shots. You have such nice shoulder & arm (whats left of it anyways ) musculature, I could learn a lot from your example…
you need to clearly define your goal before starting work. if you aren't making a gun for 3d printing, probably millimeter level accuracy and internal parts don't contribute to accomplishing the goal. anything that doesn't directly contribute to accomplishing the goal - don't do it. if you are only doing practice/portfolio…
Hi, I am really litle bit confused now, how works together Mesh LODs with Texture/Lightmap Mipmaps. I will try explain my problem, but first I tell, what I understand under these terms. 1.0 - Mipmaps in short are textures with different sizes and are "auto generated" by engine if are not defined in texture file (only DDS…
Hey focus_method, There are Hide/Unhide tools under "Edit Geometry". You can use these tools together with Material IDs; I would give certain selections a specific ID, then use the "select ID" to re-select previous defined IDs (selections in this case) and use above tools to isolate them. There's also the isolate selection…
I don't know much about modeling hair, but to me it looks like the hair could be clumped together more with some highlights added to help define the secondary and tertiary shapes. (kind of like this https://www.artstation.com/artwork/YAvvd) Also it looks like the anti-aliasing needs to be turned up or something. Maybe…
Cool thanks, I am trying to go for that stylized look, I am much better at textures then modeling. The problem I am facing is I have been told my my instructor that I tend to go to low poly, and I needed to add more geometry to define the objects more. That is what I tried to do. But I understand what your saying, I am…
Might be misunderstanding the question, but can this be solved with snapshotting features from your sculpt in zbrush then tiling those textures and just vertex blending them based on the areas of the cliff? Like in this picture, there's defined areas where the textures change, and you can just vertex blend between them.The…
Yea this is how I worked for a while. For me the head defines how dense the rest of the body is because of the edgeloops that flow down the neck and into the arms. Most of the time I try and have clean edgeloops in low rez areas so that at the end if I am still under budget I can go in and add a quick loop or two. Ideally,…