While I comb through the forum for finals people failed to submit or couldn't due to the mistake here's some more. Vertical - Just talking about the idea http://www.polycount.com/forum/showpost.php?p=2092729&postcount=1 Spiffy - Thumbnails of different mood shots…
@sltrOlsson - To be honest, I don't even know how those rocks got made man. There is only one explanation. Haha, so I put together a little tut for the rock today. I won't be getting too much into the specifics of the sculpting process, as that is kind of different for everyone, but I will talk about the brushes and…
It sounds like you want a shader that blends based on height and slope. If you stretch the terrain up too high and you get ugly distorted textures you will want to go with a shader that has "triplanar". Max is pretty limited on this front. There is a small chance you could piece something together using the data channel…
It totally depends on the object, how you're going to texture it and how it will be used in game. There isn't one rule "the game industry always does X and it always works perfectly". There are common practices that get used over and over again, usually for specific reasons but... ...without knowing any of the other…
Christian Nordgren: Wow, thanks sir! I've loved your pixel art/low res and poly work, it's been a huge inspiration to me. Here's the unity package with the script - basically it consists of two scripts, CameraLocationTracker, (that caches the camera location both at runtime and in the editor *and a few other useful things)…
Hey all, My name is Peter Ryan aka TorQue[MoD]. I've been a game designer for 13 years working in both the mod and professional gaming scenes. I've recently ended a contract with a local game dev company and a programmer friend and I have started a new project built with UDK. We're currently looking for a concept artist to…
Since it looks like you need people to answer these specific questions I'll bite. Saves time. I could waste weeks building unique city blocks and hallways or I could create a few dozen pieces and then mix and match them to create new unique structures. Often when you create one piece it can be turned into a bunch of other…
HairTG- Hair & Fur 2.5 is out! This version consolidates the procedural hair/fur texture generation functions and expands in new directions with a Substance Designer plugin to handle automation tasks and a Blender add-on covering many aspects of the real-time hair card based generation and composition. It also comes with…
Okay the tutorial is currently in progress, I'll just be editing this post with updates as it progresses. I'll try to make the tutorial as detailed as possible for those who may not be as familiar with zBrush. If anyone has any questions or is stuck at any point, feel free to contact me :) So before we begin, you will need…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…