Hello everyone, so normally im a character artist but I want to try my hand at doing an environment to see if I enjoy them more. This is my first environment so any tips and crits are welcome. Here is the concept which is an old 1883 painting by Arnold Böcklin called Island of the Dead: Current Progress:
You could select by ID in the same little window that you can assign material id's to polygons, and then give it an autosmooth (which can be hotkeyed) of a low threshold, like 180, so that the entire selection of material id gets one unique smoothing group next to another.
Here are the references that I used to construct the leaf blower areas: https://www.pinterest.com/zach9313/ryobi-185-mph-510-cfm-gas-backpack-blower-referenc/ Here is what was used to sort of transform it into a flamer thrower: https://www.pinterest.com/zach9313/flame-thrower-reference-material/
Looking great, but I've probably a bug . All the models are flipped vertically (or at least rotated 180 degrees). I'm not sure if it's marmoset related though or some other setting or driver problem. I think I encountered the same problem with another web 3D viewer before.
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The newer Maya, it auto-fix the flipped faces when I freeze transformation it. In Maya, you should do the Reverse Normal instead of #2. If you have problem with it still, then instead of scale it across -X, do a 180 degree rotation across Z axis instead.
Looks like they're including Junction Point: http://www.eurogamer.net/articles/2011-01-24-disney-lays-off-epic-mickey-devs This is really facked up. 1.3 Million sales on a Wii exclusive game is considered a disappointment? What exactly were the expectations for that thing?
Hi everyone, this day i almost finished some little crate and barrels with the normals and the AO. It remains only the diffuse. 180 triangles for the big box, 100 tris for the little and 216 for the barrel and 370 for the other. I would like to have a visual style like TF2.:)
Regarding character height, I take it the player camera is still located around the neck/chest area, right? So while the character itself is 180 cm, the 'eyes' are actually 165 cm? I had this problem when trying to get the proper scale of the scene, character vs doors for example.
The problem with the solution above is that if you want to edit the model later on its going to be really difficult. We are having a discussion about this in the modeling shapes thread. Basically read what Perna has posted on the last 4-5 pages. http://www.polycount.com/forum/showthread.php?t=56014&page=133