Hey! great improvement. Id say definately carry the style over to the crank too. Make it chunky and perhaps a little crooked to fit in with the rest of it. Not so crooked that it no longer works of course =) And ill second the moss idea. definately needs moss!
hey guys, im having some difficulties with the texture can someone help me with some information? when compiling the smd file to the .mdl,.vtx and .vvd we use the .qc file to address everything for the compiler, we also address the textures right? im with my textures on the right path, i did the vmt and vtf files but i…
Nice tiles! I'm not an expert on tiling textures but I do them from time to time and one thing you will want to do is first get a texture size that is easier to work with, 1024x1024 or 2048x2048 to start out with, something you can easily divide by 2 without guesswork. Then take your texture and go into photoshop and do…
Hi guys, not sure if this is new or not, but I had a ball using this: http://www.alcowebizer.com - Pretty much shows a web page you define and gives it a drunk make over. You define how drunk you are when viewing. I had a look at Polycount and I'm lolling just at the front page! http://www.alcowebizer.com/www.polycount.com/
UT3 has a cloth sim based around bones like prof420 mentions. bones denote pivot points, physics asset defines collision shapes, character definition defines what bones are to be cloth simed. Works pretty well on everything I've seen in game.
Yes, that is partially what it does. Blender will not divide your model up for you. You have to go into the model yourself and define the edge "seams" that you want. After that Blender will take the seams you defined and divide the model up in the UV Editing Window.
I think you need to step down a few levels and define the planes of the face, the concept handles the bones and musculature quite harshly and this makes the character very well defined. you gotta really squeez as much info out of the concept as you can.
Yeah, I can definately see the strength in starting with cylinders that have defined numbers. I actually cut into the geometry to create the circles using splines as a guide to make sure they were circular. If I'm making a low poly it's going to come back and bite me lol.
Thanks for the crits StJoris. I have tried to fix the neck rings and define the nose better, which other features do you feel need defining? I want to keep this a Sphynx head so I do not want to add any human facial features.
Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…