hey mestophales, good luck with the bootcamp man, too far away for me i'm afraid. http://www.mercenary-studios.com/index.php?option=com_ticketmaster&view=event&id=3&Itemid=171 just a heads up, one of your pricing numbers appears to be off chap
This desk is common place in Switzerland and have been for years in the work place. They even have kitchen sinks that do the same. At 6'2 or 174 cm I have always found kitchen tables a Horrible hieght to washup. Stir Kinetic Desk www.youtube.com/watch?v=MEQj_b2nsn8
Oil Monster - Illustration Book Cover Design Available on Amazon: https://www.amazon.com/Busters-Hundred-Man-Crew-Tabu-Qureshi/dp/1483465764/ref=redir_mobile_desktop/138-5727533-7326308?_encoding=UTF8&keywords=tabu qureshi&pi=AC_SX236_SY340_QL65&qid=1491585027&ref_=mp_s_a_1_1&sr=8-1
Here is how I set it up , Camera height 4 m ,safe frame , 128 x128 tile res , 256 x 256 dimension of the mesh , ortographic projection .... Tough when I animate those holes come out , how cna I avoid this?
It looks nice, but I don't see a reason for using a normal man... I mean, i can't even see it. I don't think i've ever seen 512 x 128 before :P The texturing is nice though, maybe add some blood on the end.
I think low poly usually hovers in relms of 128 to 512 triangles, with 1024 triangles being for nice player models or bosses. Anything over that can have a normal map slapped on it and look like the million dollar man sh-wammmmaaaa ma ma ma
Hi, Can somebody point me to a doc/wiki/forum where the dynamesh's resolution is explained? I'm having hard time understanding why resolution of f.e. 128 can give totally different mesh densities on two different objects of similar size. Does the fact of heavy down scaling the object before dynameshing it matter? AQ
OverDose looking for modellers/artists Team Blur is current expanding its team in search of more artists and modellers to contribute to its first full multiplayer game "OverDose". OverDose is a first person shooter set in a desolate future where mankind faces an invading force know as the "Marauders", hell bent on…
I really dig the design man, but as the paintover shows, your weapon will be much better with the right attention on the shading, overall shape and details. If you did not already, you should download Vertex (www.artbypapercut.com) and check the tutorial of Hai Phan page 118, it really helps to understand how to make that…