Thanks FullSynch! You're actually the first one mentioning Spiral Knights! I had quite some SK reference in my folder, it's a lovely game. @Rhoutermans, I'm glad you guys checked the game out there! Keep up the good work with CotD! Stay tuned for new updates!
These are awesome, I have been doing 30min-1hr speed sculpts as well, and these are quite a bit better than mine.... But definitely inspiration to push forward! :D Have you ever thought about timelapsing your speed sculpts? Great work nonetheless! Added to inspiration folder for surezies.
Hahah. You're both whacked! Playdo, keep looking around, play with every color. Some settings can be set at startup by saving a maxstart.max file in your Scenes folder, worth a try. I think the cage colors have transparency control, just use a less saturated color.
Sweet texture work man, Would be nice to see some blood staining on it however, (congealed blood would gather in the folders in the fabric nearer to the blade and stain patches of the metal) The overall feel atm is great, but i think it just needs a couple of bloody and grime passes. Nice work!
Yet I've put them all in a specific folder and none appear when I try to import, what am I doing wrong? Is it that the import program won't work on 2011? In that case could somebody please link a 2010 demo downloader? I'd be very grateful, thanks! :D
Looks great mate. You clearly know your stuff and I'd hire you ;) The website design itself is also clean and simple. I don't agree with Alex, I like not being forced to download a PDF that clogs up my temp folder. Good luck on the job hunt.
SOOOOO awesome- love the robot design, the barnacles are moss are a SUPER nice touch. I wish there was a tad more rust, and maybe some decals here n there- but sheeeeit I digress, awesome work man. *saved to inspiration folder. any chance you have the initial sketches uploaded?
is this perhaps the same issue i ran into once? - http://polycount.com/discussion/172035/how-to-merge-uasset-files-into-projects i managed by creating my folder-structure behind unreal's back and reading the paths out of the binaries with a text-editor. as i recall the materials then magically found the textures.
Yes, I've seen the lowpoly thread (and snagged a few of these delicious low-poly models for my Inspiration folder). Kudos. I've finished modeling a mushroom after about 1 hours work. It was looking pretty lame but I seem to have fixed it. Time to unwrap, texture, and render baybay.
Wow this is really great stuff, I'm guessing you worked on Quake4. What technique are you using to make the high poly models the cage doesn't look like sub d/smooth proxy, is this the 3d studio max bezier patch? I'm saving all these images to the inspiration folder.