Hi guys! Since suite 2.0 is quite the rebuild from 1.8 we need to do the converson after we've released 2.0 for PC. But as soon as it is out the door then full focus towards OSX!
Over 11k tris seems a tad overkill for me, haven't done many PBR assets though so maybe these are accepted tri counts for next gen assets :D looks cool man!
I also thought the lax security was a little odd, but then I figured that the group was well within the sights of any security hidden from sight. I still have to read 119 through 123.
Hey again! Here's a new draft for you all to read. This one is one hundred and sixteen (116) words over the word count. Certainly slimmed it down by a lot, but it still needs some deletion.
Here's a quick update I made last evening while I'd tested the new Quixel suite 1.8 update. A change on the gloss/spec maps for the couch and a render for my gutter asset: Gutter:
hurray for the self referentiality of the universe http://en.wikipedia.org/wiki/Systems_theory I don't stand in line with this man, but he has an entertaining way of explaining http://www.ted.com/index.php/talks/view/id/113
Here's a couple more. I did these on a Celeron 1.7 with 128 MB of RAM on an ancient 21" monitor, in Open Canvas and Photoshop 7. It was a bitch. Oh and thanks for the wonderful discussion on Bonobos. Ya A-holes!
Been pimping this in the w.a.y.w.o thread. Hope the UV´s are ok, if not change as much as you want. :d 256² for the body and 128² for the head. If someone wants to do something with this, feel free to post it here. Comments and Crits are welcome. :) http://mihd.net/yo7ivfn…
whats up everyone. just wanted to post up my first character I did for a ww2 game. its around 11k polys with diffuse, normals, and spec maps. Any coments would be cool. thanks. [img]http://Vortexfinancial.com/Sneaky/Portfolio/nazi copy.jpg[/img]
This is the whole youtube video link https://www.youtube.com/watch?v=2P2Co8tpcyw&t=128s. He laso used these cars at different angles as well so 2D is not possible as we can see the car depth like we see in 3D