I was going to mention the shell technique, but fritz got there first. I cant find the making of article, but it seems to be cached without images: http://72.14.253.104/search?q=cache:GwhI...t=clnk&cd=5 But anyway, the toughest issue you're going to face, is alpha sorting (although If you can pull off the shell technique…
[ QUOTE ] ...why not make it right anyways? [/ QUOTE ]For the same reason I haven't modeled the crowns of her molars, because it's unnecessary work. I have a great deal to do that is necessary. There's even a fair possibility that much of the geometry of the hidden area of the skull will be removed. The hair is a soft-body…
I would be more excited if it went like this: [ame] http://www.youtube.com/watch?v=n_cZ60v9YdM[/ame] Sorry, but Alice ended its true journey in 1996, perhaps even 1993, when Layne Staley was too busy shooting up instead of fronting a successful band that should have been touring. I can't give much respect to people such as…
That's funny, I thought the alien was easily the worst piece. Anatomy looks off [those tubes!] and looks a fraction of the polycount. the texture's too simple, too rusty, and too noisy all at once, and looks mirrored despite having unique texture space for everything. You're much better off leaving the animation off it -…
Sorry I didn't reply, worked all day and visited relatives all night. Thanks for the help, I'll see if I can get back to you on the wireframe (even though the normals are all set-to-face so its pretty obvious). Maya doesn't make Wireframe all too easy without screenshots. The smoothing will not actually be an issue, that…
just picked this up ... i just need one question answering : are the guns woefully inaccurate, or do enemy solidiers need 5 bullets in them before they notice and fall over dead? There's nothing to suggest when you've scored a hit, not even a flinch ... i don't even know for sure that a single shot has hit home, just that…
I don't mean Photoshop is better for the task . I hardly use it either but I do miss lots of convenient approaches from it. Had a silly hope Adobe would bring them to Substance. 1.Channel packing and exporting from Photoshop had been always same easy with scripting/actions . I used a script that pack layer comps into…
Hi there polycount community. My name is keira dudley and I am a 3D stylised environment artist who
is just about to graduate from university. I'm making this post in hopes of getting my name out there a bit as an artist. As I have spent three years training at university, I have
experience with hard surface and soft…
My name is Renaud and I'm a freelance character and prop artist from Belgium. I have now 4 years of experience in the character creation pipeline. I am specialized in stylized handpainted/pbr art. I can also work on realistic hairstyles. If you need any stylized character/prop for a game project or you simply want to…
The Machines That Bleed Dev team is looking for a talented artist for it's Retro Sci-fi / Noir Investigation Rpg game. Machines That Bleed is about "Buster", a Robot Insurance Investigate with a thirst for justice and a heart too soft for the mean streets of "Bigcity". Gameplay - Roam the city for clues from a side-view…