Update 03: Changed some proportions (again) Making a chestpiece that's close to the concept has proven much more difficult than expected. In the meantime, I've updated the nose to get a better transition into the rest of the face. Her waist/chest still seemed a little too thin, so I adjusted the width to more "realistic"…
Thanks Handwiches, I hope it's interesting to watch. :) Working on the likeness in short stints in order to be able to see the problem areas whenever I come back to it. Still not right - but getting closer (feedback welcome!) Also been working on the base for the clothing, initially doing a quick retop and unwrap of the…
CRJ 2007-03-15 PON>TVX :P I think the texture style is fine as is and does not necessarily needs even more highlights. However I agree about materials looking simimlar. Things like the pants could use sharper tone transitions in order to make them look less platicy and more like dry denim fabric. About the face - I'm not…
Not the way you're trying to do it, no. You can generally use a Crazy Bump normal map seamlessly on a model... but only if the UVs have no seams, or if the model is mostly flat. Your rock has UV seams, and is not flat. You might be able to use your diffuse map as a bump map on a high-res mesh, then use that to bake a…
Hey there, I am new here on polycount. SO I guess I better introduce me a little. I am from Germany and just recently finished my University. I studied Virtual Art. What also included 3D (of course). I started working one month ago as an Junior Animator and 2D/3D but even after work I can not stop my mind from being…
I had posted a thread earlier calling for help with some textures on a character which can be found here... http://www.polycount.com/forum/showthread.php?t=119499 But since this project has kinda expanded beyond texturing a character, I am making an official WIP thread. So lets post the current status of the project. You…
I've been working on this the past two days, plus some Wednesday evening. I wanted to try a high poly vehicle to learn some tools I wouldn't normally use for low poly characters, such as curves (splines) and deformers. Since everyone has done all the super cars, I just picked my own vehicle. I'm taking all my own photos…
Hello! Other Worlds Software is a new, British-based development studio and we are looking to expand our team for our first commercial game, Necromancer. Necromancer is a reverse zombie apocalypse game for tablet and PC where the player uses their zombie mobs tactically to defeat the heroes. We've recently completed a…
Good day. I am fairly new to identifying which props I should and should not spend time creating a high poly to bake down the normals to a low poly. I am planning on doing a few rusted car props similar to what you see in Metro and Last of Us games. I am wondering if the car props in Metro Last Light/The last of us use…
http://www.gameinformer.com/b/features/archive/2011/03/30/the-secret-history-of-volition.aspx "What started out as a simple interview about a studio evolved into this: an hour-long documentary about the 18-year history of Volition, Inc. The studio provided an unprecedented amount of never-before-seen concept art and early…