I've further refined the forms and added the hard surface parts modelled in maya. I think It's time to move on to the next stage, it would be better to add more details in texturing. I'm not really sure how to make those lines and panel designs on the skin, I'm trying to find the way artists made these on actual game…
I can't seem to find info on this subject anywhere. All I want to do is find the model of the Flamethrower for the Pyro in TF2 in the source sdk folder or tf2 folder or wherever it resides and get it into Max. I found the Pyro model just fine with bones intact that I can pose however I want. The file doesn't include any…
my thoughts on game engines from my own experience trying to mod them: Doom3: runs poorly without a highend graphics card if you want it to look half decent. lagged up on my computer when more than 2 enemies were present even on lower settings. code: easy to code for, stuff like weapons have all the code you need in one…
Could you elaborate on 'your mouse getting huge'? I'm presuming you don't mean that literally, because if you do, Polycount probably isn't the place to be asking that question ;p I didn't realise you had animation in mind, I'm not really qualified to give you a good answer as my experience with rigging/animation is…
As you can see, I'm having a lot of deform problems. He looks fine standing up, walking around, etc. but with more extreme positions and twisting/rotating of bones that's where I'm having some serious problems. I'm having trouble finding any tutorials online on how to solve this kind of problem so I was hoping you guys…
Bit of an update, copied from my blog [url]www.digitaldracott.blogspot.com:[/url] This weekend I spent my time trying to settle on the right approach to making the trunk. My options in my head, and conclusions were this (keep in mind this is for a base mesh, not something to bake a normal from): Speedtree -> don't own,…
While that parts true in that you don't need to see a real life counterpart for everything/reference is fine, I will say that if you apply to a traditional art school you'll find professors can indeed tell a difference in whether or not a student or applicant drew an object from a photo. They usually would rather see…
Hello guys! It's my first ever post on polycount (yay, celebrate with me!) so I'm really sorry if I placed it in a wrong thread. [tl;dr : What programs should I learn at first, how to model, first learning basics of Maya, then thinking about UV/proper geometry/textures or everything at once? Any tutorials for…
Hmm. i didn't think about lerping a gloss map. Right now i have a mask texture with each channel (RGB, no alpha) being a different "material". And yes, Just lerping different constants. The exacts being 9 (grip) 20(slide/Matter shiny things) and 40(glossy metals). Just random values i pulled out of nowhere :P The plan was…
Ippondatara 一本踏鞴 いっぽんだたら Translation: one-legged bellows Habitat: mountains Diet: unknown, but kills humans one day per year Ippondatara has one thick, trunk-like leg and a single saucer-like eye. It lives deep in the mountains of Japan. It is especially well-known in the mountains bordering Wakayama and Nara Prefectures…