This is intended to be SubD, but being my first go at that stuff I wimped out in most places on it. It was done for fun in preperation for the upcoming CGI fan-film based on StarCraft (if you like SC and are a decent modeler, join us!)... Clearly a WIP (missing a LOT of geometry), but I don't think I can finish it because…
An early look at my Solid Snake sculpt. I want to make a game model that matches the quality of MGSV. I am obviously not there yet, but with a little bit of spit and polish I feel like I'll get there. I updated his design a bit while trying to keep true to the original. I want to be additive rather than subtractive for the…
Hey guys, after using Max a short time I was trying to find a way of rotating the viewport without the middle mouse button (feels like a workout for my index finger.) I found out there was an option to enable Maya Navigation which is pretty handy, being a previous Maya user. What I would like to do is still retain some of…
I would like to recreate a fireball effect from Paper Mario in OpenGL, but I am not sure where to start. Here is a video of the effect: [ame] https://www.youtube.com/watch?v=PklBETCihr0[/ame] When the enemy is attacked with the fire flower, there is a large explosion of fire: This was not achieved via pre-rendered sprites,…
PyrZern - you still haven't fixed the forehead. It transitions into eyebrows creating those bulky, ugly forms. Also if you want him to look older you need to show it in major forms not by adding wrinkles. The cloth folds can be improved in some places by substracting some material. Some of those folds look like you just…
there are multiple ways to "solve" texture swimming. I was trying to subtract the vertex position from the objects relative position (s.position from vertex shader) so that you offset the texture with the mesh (move the textures along with the mesh) but I have no idea if its even possible to access data from the vertex…
Consider that a boolean-heavy workflow, so popular today for hardsurface work, and popularized in no small part by myself, is largely imitating a CAD environment with polygons. Defining matter additively and removing it subtractively is at the heart of all modeling in any environment, but only in polygons do we have to…
I dunno how many of you have seen this, but the schedule builder on the GDC website that lets you select which talks and whatnot you want to go to is now working since all the talks have been scheduled. It's super duper handy. http://schedule.gdconf.com/ I thought these ones looked really interesting: Subtracting to Add -…
Thanks Paul, I will try that. The problem I had there is that I used the dam standard to make the hair and i guess I had the falloff set too low and it made the hairs massive :O I will try just using a xnormal filter for them instead, then I can subtract them from the spec map as they are shiney at the moment which looks…
Saidin311: Thanks I am not quite sure which building you're asking about, but what I do know is there is no simple answer for this. In todays game geometric data (triangles) haven't as much impact on a system as other major contributors, like texture memory. However, I can say that if details are going to be cut in to a…