http://romanyukart.com/store/gothic-brush-kit/ Guys, I want to share with you a set of 3d high-quality models for professional work with 3D and concepts. I myself use such things for myself and I know how much they can be useful and speed up work. I am very pleased to see how my sets are used in real projects and help…
@Mistry10 Thanks. I'll be working on some more stuff for the next ~4 months. Until then I'll just retouch the site. 1. Added soft drop shadow under technical information text for some added contrast. Do you think a dedicated contact page is even necessary? If I put all my contact info down by the technical info, then it'd…
Javascript is client side, the server doesn't need to support it the viewers browser needs to support it and given the fact HTML5 relies heavily on javascript you don't have to worry too much about people not having it. (In other words Wordpress supports javascript, the problem is you need to enter HTML into Wordpress no…
http://www.hazardousarts.com/Miku_Tutorial.pdf http://dl.dropbox.com/u/748527/Miku_Tutorial.pdf EDIT: I've uploaded it to my domain as well, thanks for the headsup Ryan! Finished the PDF of Miku, sorry it took so long - its basically most of the info passed along in this thread in one package. This thread still contains a…
yup, its pretty clear I need to add more elements that give the ship a better sense of scale. Like footholds, handles, and other stuff. Plus, I will break up the larger sweeping surfaces. That wont be easy since I wanna keep all my curves. Edge flow is tricky. lol I also need to add more landing gear as well as more micro…
But even if you have equal scale for the objects in the UV, you still have more or less dense maps. If there are many small pieces contained within one large (say 4096) UVW then all pieces are small, even though they have the same texture density. The problem is that applying existing smart materials to objects gives quite…
@Ashervisalis @Aeseeberg04 Thanks for your comments! I agree about the floor storage containers, I'll work on getting those lower profile to the floor. As for the wires, I completely agree with you, they look way to chunky now that I am starring at them... I'll work on slimming those out and making them more taught! In…
Man, this looks really clean. I dig it a lot. I see what the person above me is saying about the edges, but I do also like how clean your version looks. One thing I'm noticing is that there's sort of a greenish hue at the top of the large shape that contains the doors/sculpture. The shape with the cross on top of it. (Does…
You've got some really cool stuff here. I like how much energy your sketches contain. I know how hard it can be to stay productive, don't give up! One thing I'd like to mention is that the eyes (and sometimes other facial features) of your characters tend to drift a bit on the face when you draw them, (eg; the third…
No problem! :) R Channel: This is the ambient occlusion map. This is multiplied over the diffuse, specular and reflections. G Channel: This channel contains details like support beams and so on. I made this so that I wouldn't need to use geometry for all the small details. B Channel: A basic, tiling detail map, applied to…