I recently started work on a Halo fan art piece. The idea was to create an L.A.V for the U.N.S.C that would have a similar function to the Revenant used by the Covenant. It has gone through a ton of iteration, it isn't quite there yet but I have high hopes for it. I'm currently calling it a Mobile Surface to Air Magnetic…
One of my best friends, David Hollin, introduced me to Chet Faker's music video for Gold. https://www.youtube.com/watch?v=hi4pzKvuEQM This has been probably the most sensual thing I have seen in a VERY long time. I was, am still somewhat, mesmerized. I'm inspired to do a character based on the dancers' outfits, and with…
i think wowhead has a model viewer for most items and tier sets. No wireframes but you can break the models down pretty easily from their faceting and whatnot.
Update,
my last post continues! My other approach was to sculpt different bricks in ZBrush, so I can use these
in the tiling material as well as the destroyed models. So that is what I did. This was my first iteration on the tiling material, but this was a bit too
stylized to my taste. Here
is my second iteration, also the…
Seems like no one is really reading the question. OP is asking how a studio would iterate on a large world without screwing anything up. It probably really depends on the game and engine. You could work on a grid, and not allow people to make changes to the edges of the grid, so it still lines up, but you can completely…
Okay, here's an update of my WIP. I created heightmaps for all my landscape textures so now they can transition into each other. :D I felt the original structure in my concept looked too miniature, so I'm seeing what I can do to revamp it. Also, I'm also working on iterations of the architecture textures. So far I've got…
I haven't tested this, but something like this will work: import json
import maya.OpenMaya as openmaya dagIter = openmaya.MItDag(openmaya.MItDag.kDepthFirst, openmaya.MFn.kCurve)
output = [] # Iterate through all of the dag nodes and get the curves.
while not dagIter.isDone(): curveIter =…
do you mean curved magazine? yeah I'm gonna bend the magazine in low-poly. It's more efficient to bake it down straight and bend it in low-poly. In this way you can get crispier details with more efficient texture space, same for the twisted ridges inside the grenade barrel. Will be twisted in low-poly form. Maybe I should…
I'm curious what one would have better performance and still remain flexible Instancing a substance 8 or so times - Separate material for each substance instance - Easier to iterate in substance (less jumping back and forth) Using a master material - Have to remake parts of the substance in UE4 - More expensive shader -…
So this is a good indicator of the feel I'm going for in the final render, but she's just not at the quality I'm shooting for. To do: -Iterate on some details, buckles, hard surface details on the helmet, etc -Bump up the topology to get rid of facets, and to help with the dodgy facial expression. -Bash out some iterations…