Take a look at the GoW cave level if you haven't already. This was by far one of the best looking cave levels I'd ever seen in a game. Here's a screenshot, but it doesn't really do the scene much justice. Nevertheless, there's a huge, factory-esque structure in it. You may notice when you play the game how it's constantly…
Hello, this is my first post here! I've recently finished a 3D modelling course in Maya and now I am working on my first 3D model, a VW Golf Mk 6. Many have told me that is difficult to start modelling with cars, but I wanted to try my luck. Any critiques and advices so far?
So I'm making a rig for a potential project for later. I'm building the base mesh in MAYA and I plan on adding detail in mudbox. I'm pretty happy with the mesh so far, but I'm have trouble with the head portion. I've gone at it a couple of different ways but I'm never really happy with the result. Any tips would great!
Hi! Started working on a new scene a few days ago. Only had a few hours to work on it, but I think it's shaping up. :) Haven't started working on the foreground yet, but I'll start on that as soon as possible. So far I'm using a 256x256 texture, and I'm gonna try and keep it that way. LATEST: OLD: Hope you like it! Cheers!
I'm blowing apart a car and I want my player to be able to walk through the parts that are blown off. But if I add "No Collision" then my parts fall through the floor. Is there a way to accomplish this? EDIT: Figured it out but it makes no sense to me. You have to use BlockWeaponsKickable... why it's named that I have no…
For making such an incredible product. Very happy with the results so far. DDO has improved my texturing greatly! Attaching a render of a medieval type of iron cannon i´m working on. Work in progress but i like the way the metal came out and the dirt. Zbrush- Quixel DDO- Octane render HDRi texture light mixed with daylight.
Guys, I know I may not be active in the forums, but I am going to ask a question: I am so far a Blender user, but most of the game companies here in States ask for experience in 3DS, and some even at Mac computers... Are there any companies willing accept and train budding character modelers? I live in Mesquite by the way.
Heyas, I have just started a fulltime car artist position with Simbin after working on PGR3. The guys seem really cool and helpful so far with getting everyone up to speed. I think it will be a bunch of fun and hopefully an excuse to check out Sweden at some point in future Check out the latest news: http://www.simbin.se/
Commute distance by car from SF is doable and plenty of people do, it's only 20 so miles. Just depends where you are in the City. Of course the further North you are the longer it will take. Used to take me 25 mins from Potrero hill. I miss living in SF personally, but Belmont suits me fine now that I spend more time…
"AO seems to generally be used with the multiply blending mode as far as I've seen" That's not true. As @Eric Chadwick mentioned it is meant to be plugged into the AO slot, that's it. Of course one can get creative and feed it into various other aspects of the materials, but that is not the norm/standard way of doing…