For 0:50 it looks like a standard falloff brush or soft selection. Soft Selection has its own panel in the Editable Poly menu. Alternatively if you want to use a deformation brush go into the Ribbon (aka Graphite modeling tools) > Freeform > Shift. For 8:05 just looks like basic edge transforms, extrude, and bend. Extrude…
Man this looks great. Agree with your comment on the camera movements, I'd recommend keeping the camera's speed consistent between cuts. Right now you slow down and stop at around 0:05, but the next shot has the camera starting in motion. If you just cut your first shot whilst the camera is still moving, you don't break…
suince youre doing a highpoly render, why not work with fibermesh and well defined materials? right now the render very much has a zBrush-standard-material feeling and the hair doesnt blend that well with the skin... the facial hair is also kinda blurry as is the scar i think you can push this further i really like the…
Well, not really. I've meant that the default armor should have some irregularities (not extreme, but just a touch). See here for example: http://arcadelife.files.wordpress.com/2012/05/d3_character_select.jpg See that spike on her right shoulder? I don't think Blizzard did this by accident. I think they wanted to brake…
there are a couple other commercial game related postings around regarding blender but its hard to remember the names https://www.youtube.com/watch?v=K2P-YKsHpNs http://www.blendernation.com/2014/04/23/monument-valley-a-stunning-ios-game-designed-with-blender/…
I'm getting Dreamcast/PS2 vibes! Those were some fun times. What art direction do you have in mind for this? For example, on the school bus, some of the lights are green which kinda feels more stylized than realistic. The windows also have a green-ish tint to them, even though the skybox is full of blue. My personal…
you can grab data from USGS here; There're docs in there that explain the difference between v1 and v2.1; it's a bit technical and I'm not fully clear on it. I think SRTM30 has the best resolution, basically the scans are taken in blocks of 30 meters vs the earlier set the blocks are 90 meters. US_1_arcsec data is about…
I'm not sure about the maya version of this but the actorX plugin doesn't really export normals. Usually the normals will be rebuilt whenever you import into UDK. This is what happens when I export PSK files in max. In max you can turn off "bake smoothing groups" and that will fix this. If you can do this try exporting…
i'd say pull back on some of that green. I feel you are losing some great lighting opportunities and some vibrance of colors with that wash of green over everything. just dial it back a tad, make your light against the wall a tad brighter. add in some small filler lights in areas to add some light to the really dark areas.…
I'm fairly sure there's a way to convert the proprietary models to something more common like obj, though. Ofcourse, not having used it, I can't say more about it. Sketchup's nice though, especially for levels. Here are some things I found while googling: http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html…