i found a few shapes of buckles i really like, but i have no idea how to integrate both straps into it... maybe you guys have an idea or a better mechanism ^^ http://cdn.shopify.com/s/files/1/0241/5897/products/Scarf_buckle_purple_model_-_resized_1024x1024.jpg?1665 http://static.davidreport.com/2011/01/suede_belt_02.jpg…
Made it on Kotaku! Nice man! http://kotaku.com/move-over-far-cry-4-this-is-how-you-do-mountains-1683447219 edit: looks like I'm late on this. either way, congrats!
Did you overclocked 1033mhz RAM to the 1427mhz? This is crazy.It would be dangerous thought,RAM's are the most sensitive parts to overclock.I think you should lower the RAM speed they can't afford more speed then this,might prevents to get higher speed for CPU bus freq and creates bottleneck.I'd get some RAM at higher…
I think it's missing smaller branches, the tree branch just kinda cuts off after the first level of detail. See here (sorry for the small res): http://us.cdn4.123rf.com/168nwm/afhunta/afhunta1010/afhunta101000076/7880178-the-branches-of-trees-without-leaves-against-the-sky.jpg Also, one thing that might be a bit more…
I'm going to chime in as well. I've just started using Quixel - exploring the toolset and I'm finding it very "crashy". In particular NDO. But really, anything seems capable of crashing the Quixel Suite. NDO definately seems the least stable, that I don't even bother playing with it. I have the latest Photoshop CC with all…
it's been a while since I updated this! My bad guys. So, if you're curious, I got the low poly and normal/AO bakes done on time. Since then I've been doing some rigging and it's time to do a pass on materials. Here's a render from toolbag real quick with some descent lighting. Tri count at the moment is 16k, which is a…
sweet stuff dude I think 1 & 2 have a ton of potential! This guy has been doing a "gotham 1459" series that's really cool, maybe some inspiration in it :) http://cghub.com/images/view/161747/
@MyMomHatesGames xNormal bakes will never be correct in Maya as it uses a different tangent basis to xNormal. You need to set Toolbag to Mikktspace under Tangent Space for all maps baked from xNormal and also check the Object space checkbox when using Object space maps or they will never render correctly (unchecked for…