I've been. It is mostly because of the amounts of hours sitting. However the problems have only started since I went full freelance. So I think it has something to do with my workspace since my current one is different that the one I had at my job. I might be a bit stubborn in this but I don't really want to work less. I…
+1 I would consider planing out what sort of texture size the end product will be baked to as there is a finite amount of detail that can shown on any one texture. I always work on the rule that the finest amount of detail you can bake is 1 polygon per pixel, so assuming that you are using a 2k texture, the most detail you…
On the 40k pod, the 2nd and 3rd images on the ground? The scale looks really off. The pod looks so tiny. Along with extreme blur, it's throwing everything off. Distracting. Show off your model. Show us your wireframes. Keep it simple. Other than that, I think the site is fine. Some of the comments were harsh IMO but I…
well there are a few ways of doing it :) i personally for speed just added a few edge loops to evenly space the divisions, and added a few around the edge to stop it folding in on itself HOWEVER im sure this is not the best way to do it as you end up with a large amount of polys on the edges of things. another way i found…
nnnnnnnnnnnooooooooooooooooooooooo, no. nope. Obsolete? no. Changing workflows? Yes, absolutely. And we need it. With the quality of crazy AAA going increasing, one thing we're not getting more of is time. Software that increases the amount of work we can output in a limited amount of time is great and you still need to…
The Dom War is always late. Has always been late. This one was supposed to start a month or two ago but some Drama Happened, and there is probably some Drama This Time, Too, but there isn't really anything we can do about it. the Dom War requires a tremendous amount of work to organize and run cleanly and it's consistently…
That sounds pretty volatile in that if you still need "x" amount of money and don't get it then you will inevitably arrive at that hurdle at some point? Also in regards to games it's more that anyone can write up a design document, no doubt a mod team could hash something together and get it on there as some sort of…
It wont be the popular route here, but if you just like to create stuff and want to try doing everything in zbrush for the fun of it, Shadowbox + circle clipping /masking can go surprisingly far towards creating revolver chambers (holes, grooves and all) in just a short amount of time. But it can require more finesse with…
Yeah, a talk with James helped a lot to keep this alive and to get a better approach. Thanks from here once more! Now its growing a lot faster and I'm really excited to see the end of it as it takes shape as a whole level. Side note - I switched to baked lighting a long time ago because the amount of the light sources…
the bricks look mice, especially the grout. As you say, the dungeon wall need sharper defined stones, it looks a bit too gooey right now. The surface feels a bit too lumpy as well. on the paint peeling, you may want to mask the curving effect on some parts of the peeling paint. It feels a bit too uniform at the moment.…