Don't worry - I'm not getting at you :) - I actually voted 'yes' before I saw the thread on Polycount. The game looks like a solid and polished experience. Focusing on a singular strong mechanic is certainly the approach I'd take. Personally though, I'm not sure there was enough in the trailer; the majority of it seemed to…
I was gonna get a HP Pavilion dv8t for 749 GBP. Specs are; * Genuine Windows 7 Home Premium 64-bit * Intel(R) Core(TM) i7-720QM Quad Core processor (1.6GHz, 6MB L3 Cache) with Turbo Boost up to 2.8 GHz * 8GB DDR3 System Memory (2 Dimm) * 500GB 7200RPM SATA Hard Drive with HP ProtectSmart Hard Drive Protection * 1GB Nvidia…
Thanks very much Pior :) and Gav for pointing out that thread I never actually new about because I've only been on PolyCount for a few months. I already new the purpose of normal mapping and how it works but I guess I just needed some validation to which one was the correct/proffesional one (I've always known the…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hey everyone! Nfinite has recently expanded its 3D division by launching a new branch called Physicl, dedicated to 3D projects. We are currently looking for talented 3D Artists to join ongoing production work. You will work on creating and refining 3D scenes (sim-compatible exteriors and public spaces). Work is based on…
Hello! Sorry for the late-ish reply. I figured out my issue for the most part. What I ended up doing was using the Weighted Normals modifier in Blender, which seemed to fix all the problem pieces with enough tweaking. The shading issues didn't make themselves apparent unless I used a shiny matcap to preview it before…
"...tried all the usual fixes with weighted normals, different face normal strength on the bevels, still have the slight errors" Hmm...custom normals I find can be a bit hit n' miss but shrinkwrapping to a guide mesh, would solve most problematic shading artifacts I'd encounter on a class A surface. EDIT: Straightforward…
Hey folks. I'm Arrow - been doing art of all kinds for ages, digital and traditional, and freelancing for quite a while with a focus on game art mostly in the indie world. I've been meaning to start a sketchbook thread on here for ages. Social media and Discord channels are no replacement for forums. For personal work…
necromancing Seen bits of the following resources here n there but never could find the mother load. Sorry if as much is old news to some but... I have been combing the internet every so often looking fer a flouroscopy collection that was comprehensive enough to use as a general reference for joint placement research. Nice…
I've finished a bit more of the gun. I haven't got to work on it too much because I've been a bit busier than usual. Of course, the hours I did get to work were spent fiddling with getting things to look good, getting rid of shading errors, and figuring out what works and what doesn't. When I'm done this gun, I think I'll…