I like the look of the enemies. But you gotta ask yourself, what makes this enemy, an enemy. I mean besides its sinister look, what is its main weapon. And why is your main character terminating them? What makes the character design unique to other boss types and/or other enemy NPC's? When I first glanced at it I thought…
The witch doctors behind Substance Designer, Bitmap2Material (Allegorithmic) anounced Substance Painter PARTICLE BRUSHES How much time do you spend making your assets look real by adding wear and tear manually? What could be better than using real physics to replicate nature's work in a fast and awesome way? 3D & 2D…
Beloved Polycounters! I'm beyond nervous to release this, but... dDo is OUT! dDo is a tool for speeding up everything repetitive about texturing, to enable a greater focus on design, polish and things that really matter. The idea is to provide a tool that pops into the standard texturing workflow, enabling automation…
I'm running into a problem when using the projection master tool in ZBrush that I don't recall occurring before. (Background: I'm trying to make a very rough model for personal 2D art reference that maps out where the edges of the plates of a metal arm are from the Winter Soldier movie.) I'd painted some details on part of…
Hello. Have been lurking around polycount for quite some time but never posted any work. So it's about time I do so! This is a level called ins_abdallah for the Insurgency HL2 mod. I have been working on this level for over a year now. I was responsible for nearly everything in this level: Concept, layout, brushwork,…
Is there any software that allows u to animate cg strand hair like Maya hair, 3dsmax hair, fibermesh, blender hair frame by frame. Pose with a comb brush and keyframe it frame by frame. I think this is an area that is overlooked in cg animation. Everything seems to be all about simulation as this approach will enable…
Well if you've been away from Polycount for what feels like forever (like I have), then this is a great week to come back to the place we like to call home. Some tremendously rad, froth in your jocks creating, eye popping, doused in awesome-sauce art has been floating around Polycount and today I'm going to share a good…
Oh dear, Snader. I don't want to dominate this thread, so feel free to take it to PM if that seems more suitable to you. - On the point of Bach's violin concertos: it doesn't work that way, give it a try. I once played An der schönen blauen Donau on the background of TF2, which seemed like a fun thing. But in the heat of…
Welcome. You're off to a good start here! Answering your question: Yep! It's the light. You take great care with the details, but the volume—and light by consequence—needs more work. It's not that these elements don't have volume, in isolation they'd work fine, but they don't inhabit exactly the same 3d space. Get the…
Is that how it really works? If I understand what you said correctly... the global root would have to remain at 0,0,0 for the entire time the character exists the game scene. Displacement node is moved around by the engine; then character skeleton, from the pelvis?, is updated to the Displacement node's position? My…