the main trouble with this model so far, other than the fact that it's going to take a while since it's your first high poly model, is that it's got a case of the low-to-high mushies. what i mean is that when people are up-rezzing a favorite character from an older game, but wanting to stay faithful to all the details of…
I've seen a single spy win a few Sudden Death matches against what should be overwhelming odds using the trick Jackblade talks about. It's a thing of beauty watching one guy turn a team in on itself and still manage to stay alive. You have to be nuts to even attempt taking on the other team wearing a mask made out of…
M-M-M-M-MMONSTER THANKS! ANKKS! ANKS! I'm really happy that you guys here on Polycount especially are excited about the short! e-freak Thanks man, I forgot to reply to your comment. The rainbow is one of the things most people react to, curiously enough. I can understand how people feel that it is out of place but it's…
Project/Client High-lights: Dead Alliance - AA Client: Psyops / Illfonic PS4/PC-Steam Publisher: Maximum Games - Mid-to-Complex Scale Art & Tech Solutions - All Zombie Characters : Modeling, Texturing, Rigging, Technical Setup - Hi End Sculpts, 4k Rez Textures, Process for Game LODs - Highly Stylized Characters with…
1: Your right Vig there is no excuse for the pasetd look but I was trying to see if I could get the whole thing done in 2 hrs from pencils to background . My work schedule would not allow me to spend a great deal of time on each comic so I was hoping I could get away with some of that pasted look and still not come off to…
Thanks a lot for the compliments and the feedback nikos667 :) ! I completly agree with you for the rocks ^^', I'll keep in mind what you said for the next time ^^ If you want to see more of my work on this game, you can check my artstation right here : https://www.artstation.com/artwork/9Re:dizzy: To talk a little bit…
Here
are the things about the landscape mentioned above for anyone
interested in that. The
landscape I was working with from my previous update, where precut
tiles with a high density of polygons were projected on to a sculpted
landscape, then decimated afterwards to bring the polycount back
down, ended up not working in…
I am having trouble moving the player after the cinematic ends. The player hits the trigger at which point a static mesh of the player walks over to something in a matinee. After the matinee is over I would like the player to end up in that spot rather than end up where he first triggered the cinematic.
This. At my first AAA job, I was spending 70+hrs a WEEK at the office, literally killing myself to meet ridiculous deadlines and trying to get ahead to make a good impression. Not only did I completely burn myself out in every respect, but I also ended up just getting laid off with everyone else at the end of the project.…
[ QUOTE ] So, I just finished the game for the second time, and have now seen both endings. [/ QUOTE ] there are three endings actually... even though the 3rd is the same video as the evil ending just with a slightly different voice over... when i finished bioshock i got the evil ending (well, one of the two evil ones…