First time I drank my stepdad almost knocked my teeth out while shoving the bottle in my mouth. Jack Daniel's is an aquired taste for a six year old. I'm of two or more minds on this. One it isn't wise to talk about your illegal anything on the interweb. Two While I strongly disaprove of all drugs above irish coffee(and…
Well, details like on this helmet absolutely cannot be distorted/elongated/stretched in CAD - that's just not how CAD surfacing works, and that's precisely why I showed this practical example ... Of course a simple grenade or belt buckle (or even a complex firearm, especially if a degree of improvisation is allowed) is…
Hi Guys, I have been working on a greeble generator for Unity and Blender, here is the Unity version, available in the assestore. https://www.youtube.com/watch?v=s5-dhTqoaxA&t=3s What It Does: Two-Layer System:
The tool generates details in two layers: the First Layer creates the base greebles directly on your target…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
Last Update : Hello everyone! This year, I'm going to participate to the Humster3d challenge. I already did it several years ago with this Peugeot 308.https://hum3d.com/challenges/quick-stop-in-front-of-the-night-shop/ And this time, same idea, I want to render all my scene into Marmoset Toolbag! Start : It was difficult…
Looks bad-ass Harry!! I love the anticipatory hold in the air before the downward strike. Adding to what @monster said about it looking like two separate attacks: If you have the character run forwards directly after the sword throw, so as to keep the character constantly moving towards the enemy, it might help bridge the…
Looks really good! The ground seems to be too weared compared to the rest of materials, there is something wrong there, since all the materials should have aged, more or less, in the same way. Also I would add a horizontal line of grout where the walls meet the floor, since now it seems to be a little bit harsh. I don't…
Seems too clean, like the style of the room skews older, like from the 90's (mainly due to the television and phone...etc.) I wouldn't expect the room to be so pristine. I'd expect it'd have carpet stains, patches, ding'd and scratched up walls. (not crazy "The Last of Us" level of grunge....but maybe 15% in that…
It also depends on a bunch of other stuff: are you using OnGUI to draw the HUD, which is generally pretty expensive? Are you instantiating a lot of game objects within the scene? Lots of alpha transparency? Real-time lights? There's no "regular" budget, it depends entirely on what everything else in the game is using.…