Good read. He makes some good points. I mostly walk away with "why, what worked in doom won't be translated into modern shooters any time soon" Dooms mechanics would work but only in some abstract kind of game where realism is suspended. Player speed is cranked up, the need for cover is inconsequential because most attacks…
Old handle model. 2170 tris . 2k texture Basemesh made in Maya, High Poly in Zbrush. Baked and textured in Substance Painter. Sketchfab viewer included model
Hello, asking for feedback on 1st real render. Trying to get into architectural rendering. Everything in scene is made from scratch by me except tree. Materials: Substance DesignerRender: ArnoldModeling: 3ds Max Thanks All! :smiley:
Would've been nice if you'd finished CHAPPIE your initial project that didn't really get past reference gathering, I mean what happened? rather than continue to push stuff out the door like a conveyor belt. Note - a bit nitpicky I guess but an important OHS plant requirement nonetheless due to practical experience…
High poly for my latest is ready to share. The concept was taken from "The Art of Deadspace" book. Maya 2014. At first I wasn't going to SubD much, but then I realized the major curves needed it. most of it is SubD, but not entirely. Any comments welcome. Thanks