Hey Viktor, really great progress going on here, the Cranston sculpt is particularly awesome. There's a few things that are bugging me about this Jennifer Lawrence bust that are bugging me though. Mostly it's due to the hard(ish) lines around the nose, the lower lip and the lower eyelids. Some of it is also due to the…
Thanks for your reply! I'm using triangles and quads, is it bad to use both? my vertex count is: 1244 edge count: 2553 face count: 1306 (so roughly double this for the triangles as I've got less than 20 triangles) triangle estimation ~2600 as for the pose of the character, I should probably use a T pose in future, but this…
As you did with your props, it would be good to have some technical data on your TFA, like the texture usage, your flats and wireframes of single props. The door is looking good, the only problem I have with it right now is the texture usage. Of course maybe it was the goal to have that prop uniquely unwrapped but the some…
Yeah, I saw a link to that concept somewhere and thought I should make that one day. It seems that place was Polycount. I acctually considered doing this but I was going to wait until I was mostly done with the modelling phase and then see if it was necessary. Now I know it wasn't a bad idea, thanks. Yeah, I see how it…
I don't want to be that guy who poops on parties. With that said, I think you may be better off just focusing on doing whatever's necessary for you to graduate, and worrying about a start-up later on. Especially because it might give you some "what went right/what went wrong" insight that could help you down the road. I…
acapulco or neox, Really fantastic execution on the game and game art, all around. Just incredibly impressive. I'd love to know a bit more about the technical aspect of your asset sheets. Did all of you have a spec when creating sheets or did every artist create their own unique layout? For instance, did someone create…
That's because photos are often the quickest and best way. Just find a good photo and paint an alpha for it. http://cgtextures.com/ You're using 3ds Max right? Particles work great for this, just distribute them on selected vertices of the ends of your branches. For example:…
Probably depends on what game it is in terms of just making up attachments. For a fiction, near future (crysis or something) you would probably be able to "invent" more then a game like battlefield. But for existing guns, best stick to existing parts. On lonewolf's guns (correct me if I'm wrong), and even every real life…
Hi guys, I have uploaded two prototype helper tools featuring some functions I would like to integrate to PolyUnwrapper in the future. As they are not final versions, many bugs are expected to occur, including script crashes, so use them with care and try them with testing models before you decide to use them in…
I prefer working with 1 mesh, if I use 2 objects in blender it becomes a pains switching in and out all the time. If I use 2 meshes in 1 object I find it difficult to grab the right vertices when messing with the model. Also with the Armour I have notices I need to make room for the circles in between the plates and make…