This is really overkill for a game but I can't really suggest much (detached handle example) without knowing the type of game and how you wanted to use the mug but as it stands I'd argue it's even overkill for a movie prop If it's a hero object in a first person game (like a gun in call of duty) then you want higher poly…
Trying to make a 3D character with a hand-drawn face. Similar to Wind Waker. My problem is that I'm super new to 3D stuff and I've only barely scratched the surface of UV unwrapping up until this point. http://www.benjones.us/twilight-princess-eyes-breakdown/ Note how the eye texture is drawn front facing and completely…
Hello everyone, i hope that all of you are doing good ! I allow myself to make this post, because i need some good advices. Actually, i was asking myself some questions, because i'm trying to get specialized into hard surface modelisation. I would like to become a weapon/vehicle artist for the next years. My project for…
@CreativeSheep: It depends on what you want. Dx11 AutodeskUberShader gets you going very quick; artist friendly. DX11 writing custom shader: hard if you don't know any shader coding. ShaderFX is in-between. Quicker/Easier then writing shaders by hand for many people, but not as easy as the Uber Shader.
No Prob. I have it on a shelf button. I have a double click variant which selects based on edge angle (85 to 95 degrees) rather than hard edges, this is handy for when Maya does an operation such as an extrude that creates all hard edges, even if the angle is <90 degrees.
There seems to be a lot about the details ( C-shaped connector.. so he looses the shoulder pas in battle or does his shoulder "carry" a a secret).. but about what for example his skin ? Is it more soft or somekind of hard and "crusty" (later in the callout it's only... grey.. so i guess "soft").. his hand seems to be only…