Guess who's back? hey there guys! remember this: http://boards.polycount.net/showthread.php?t=51812 ? i doubt most of you do. it wasnt quite a memorable a DW3 entry, considering i didnt finish. well, recently i was going through some old files in the little spare time i had today, and saw the incomplete zbrush sculpt. a…
Hey all I recently got to do an art test for NetDevil (a local game company I have been trying to get a job at for years) and unfortunatly I failed the test. So in an effort to improve the model and possibly resubmit it, for the hell of it, I would like to get as much feedback on it as possible. The requirements for the…
From snow-frosted peaks in the Freljord to the arid wastes of the Shurima desert; from portly, ale-aficionados like Gragas to eldritch terrors like Vel’koz, the world of Runeterra and League of Legends is a mélange of vistas and villains sure to push all of your inspiration-buttons. At Riot, they take art serious and silly…
Hey! One of my favourite artists asked me if I could do a tutorial and so I did. Its a bit long and I will do more of these vids. Mech Part 1 https://vimeo.com/50879620 Mech Part 2 https://vimeo.com/51386004
I have a question hopefully someone can help me with. Im using 3DS Max and its my intention for the object I created to only use a 256x512 texture map. To understand the problem, let me explain how I went about it: 1) I created the UVs for an object using only the left half of the main UV window. Assume in this case that…
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)