Hi there, first time posting in this thread - everything looks so cool in here. Here's something I've started working on again after a long break. Hoping to finish it this time around. Not really sure how to tackle the armour pieces either, probably best to do the high poly in maya, as im not very skilled with zbrush, let…
@krisCrash, those armour designs look great :) Working on a game, with an engine from scratch... I recently worked on the day/night cycle; heres the result. [ame]http://www.youtube.com/watch?v=KM-V1s111rQ[/ame]Planning on making an orpg with a surface/underdark with around 8ish races (4 to start with). Im also looking for…
that's a fine barrel sir. making very slow progress with this Beetle. almost done with modelling the components; next stage is to apply deformations to give it a smashed up abandoned look, then UVs and textures anyone got techniques to share for unwrapping sub-div surfaces? I have previously been placing the unwrap…
nice work on the model, proportions look fine to me. i think the nose is fine as well. not every nose has to fit to the generic cg girl standard. regarding the color scheme, i think it is fine. the hair color is fine but the painted strands are too thick to look like real hair. also, the looks of hair depends a lot on the…
This thread is always so inspirational! Making a model roughly based on this concept Pimping out my boyfriend's artblog He's gonna be a Wipeout pilot with lots of hard surface stuff that I can practise. Been using refs of F1 drivers right now, please ignore his bare feet and blank space on his back where the pack's gonna…
Thanks gais. I'm honestly just creating it as I go. I originalyl intended for the scene just to consist of the arms and the central orb. I am building it to create a portal/wormhole complex effect that you would see in a real-time cut scene or keypoint in the story of a game. I got carried away and decided that it would be…
Thanks man! It took me 2 big cups of coffee, half a large pizza and about 7hrs last night. I can't speak highly enough of that place it's definitely a good idea, the weeklies are a nice way to practice. Massbot,Maph,G2000- thanks fellahs the robo will get a low res version w/ proper mats etc no hard surface modeling as I…
Monolith: Just... not even fair. Amazing, I hope to be able to model hard surfaces as amazingly as you do. Dan!: I'm an instant fan! confracto: That's just effing cool There's so much awesome in this thread that I feel completely sheepish to even post this. But no one posts in the other thread anymore... Based off of my…
first time i'm posting my work. I have just entered the world of hard surface modelling and baking currently apply this technique to my dissertation one of my maps is a co-op horde match set in a diner in a desert the coffee maker is still WIP and I need to scale and alter it abit i LOOOVE baking. the flare gun will be…
What always bothered me here is, how large is the performance impact (or benefit) in comparison to example relief mapping? Since this (and standard parrallax mapping) would create similar results and add depth to the surface but work in dx 9/10? why are those not implemented into dx 11 titles in their dx9/10 mode since the…