Monday: violent winds highs in the 60's Tuesday: a little breezy, hit the 70's Wednesday: Early sleet and sporadice snowflakes throughout the day. Windier'n hell in temps in the 20's. Texas! I have Monday off and I bet you a dollar I will be playing golf that day...comfortably
About the project I'm heading a (University) student project to make a game titled Shroud and we're short an animator/rigger. We've turned down all applicants from the uni for quality control. We've got an 8-man team of programmers, modelers, and a musician starting development soon. Also, QA. Shroud is a one-player…
Judging is over and were FINALLY ready to begin announcing who the winners of Polycounts BRAWL Contest are! As you may remember, the judges were sent the Top 5 FIGHTERS and Top 5 STAGES as voted on by the Polycount Community. From there, they rated the entries in 3 areas: Artistic Achievement, Technical Achievement, and…
Nah, it´s from Phantom Menace. Check the Pod Scene. It crashed right at the start. Engines uncouple and boost in every direction. I need a no brainer.. Too much Creativity Drain at Work. So i try to recreate it. Here´s the "real" thing: It´s just seen for a few seconds, hence hard to get images of.
Adobe Illustrator, Saved as SVG 1.0, Type (chosen in save as dialogue) : SVG https://www.dropbox.com/s/fz2ky50wa3ofk7l/AdobeIllustrator_danger_high_voltage_Illustrator_Save_As_Type_SVG.svg?dl=0 Adobe Illustrator, Saved as SVG 1.0, Type (chosen in save as dialogue) : Convert to outline…
Looking nice so far. I would suggest adding some variance in detail, adding some lower-frequency areas for the eye to "rest". For example not using the same rock models everywhere, but having some differentiation. The roof opening looks a bit odd with the same high frequency rock as the lower walls, like it could cave in…
This month's challenge was a real eye opener on a lot of matters and it helped me improve myself a lot. A shame that the Swarm lightmap system in UDK wouldn't work properly for this scene. Anyway, this is as far as I take the concept this month as I find myself busy with other matters. Timelapse/In-Game Video Link:…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
ah i forgot to include the files This is my normal maps. here is my fbx files : 1. https://www.dropbox.com/s/nvl5s7p06a0rkdr/CircleDesk_Cage.fbx?dl=0 (Cage Files) 2. https://www.dropbox.com/s/ezwcizkqv9piak1/CircleDesk_HP.fbx?dl=0 (HighPoly Files) 3. https://www.dropbox.com/s/efn7yq7ny2ho94m/CircleDesk_LP.fbx?dl=0 (LowPoly…
Hello. I have finished my another animation. Please have a look and criticize. https://vimeo.com/178411324 If anyone is interested, I'll leave here my thoughts, how the work looked, what was my inspiration and etc. Apologise for my english, it's not my native language. So the idea for the whole animation came to my mind…