Ok so finally this quarter at school has ended, along with the stress. I plan on having this in my porfolio eventually, so Im going to continue where I left off. Im going to start working on spec/normal maps for the assests that are already done, I still need to revisit alot of assests and work on the material setup. Im…
Internets. I love them. It's called wrap mode. And I quote: "Wrap Mode allows the artist to create tileable geometry. As the artist sculpts off the edge of the left side of a plane, the stroke will continue on to the right side." http://www.pixologic.com/docs/index.php/Wrap_Mode_Tutorial video in french, but he still shows…
Well, no. It's thriving. It's just expensive. So if you're here you have to be really good or on the outskirts. We have many successful studios here and new one's still popping up despite and as a result of layoffs from the bloated giants over the past year. On the other hand Montreal is cheap to live and rent space and…
If you're willing to stray from "name-brand" apps, Sculptris' PSD projection painting is simple and effective on both decimated sculpts and manually unwrapped models. It does have some quirks, though - such as an inability to paint over shared UVs, resulting in your only being able to paint on one side / one of the…
Thanks a million for going to this length. I'm still understanding Why edgeloops are created where they are and that will come from experience, trial & error, etc. I'll continue working on my own squirrel. I'd also love to take a look your max file so I can play around with it a bit...cutting some of those polys out and…
I myself think that learning nurbs (for 1/4th of the year btw) was a great experience and now I build with both nurbs and poly's combined which increased my workflow alot, I had no experience at all in maya and made this ship after 3 months: http://i307.photobucket.com/albums/nn288/el-ementrix/Finalrendertestonline1.jpg…
some details need more work, especially the back where distortions are much more visible, and 'ears' where we can see it's wrong in front view. I tried to continue in the celtic-knot-ornaments-like design, like the q3 character (for those who saw it). I began the work with 512*512 but quickly lowered it to work in final…
Quebec is like the kid that lives in the basement, wants to move out, but still wants the perks of living in said basement. :poly142: Also, the quebec government is constantly trying to fight it's little war against the continuing redundancy of French Canadian culture, and tries to protect it against natural selection.…
Wow, looking killer Ror. I can see some similar choices made here that you presented with your Unreal2 modle texture work. The most telling point would be the cracks on the ground reminding me of the super monsters from the end of the game. The only portion of this that feels truly unfinished would be the upper right hand.…
I'm definitely interested in seeing how this title shapes up. Looks very cool, the trailer was badass except; Maybe its just me, but the flashes between action and black is annoying, it's obviously one continuous scene, so why can't they just do it that way rather than making it feel like you're watching it on a fritzy tv…