First pass on sky finished, it animates and has a cool hand painted feel to it, the clouds are actual geometry. I'll be honest, i just did a bunch of random material crap and hoped for the best, it came out pretty well. Used some fresnels to soften the edges and did some random masking stuff, too much junk to just type it…
I actually got into a conversation about this type of stuff with a friend not long ago. He was bitching about the fact that he bought Mass Effect 2 and DA: Origins from gamestop and felt he had been scammed out of the extra content. Personally, I think that the one time downloads are an awesome idea. It gives the user…
I remember Scott Ruggels once explaining that people vote Democrat if they want ( and can afford) change, Republican if they don't ( or can't afford the type of change the democrats push). I'd hope that at this point in the states history, more people than usual would be looking for change as its seemed that during the…
I was hoping for jokes that had something to do with uptight aristocracy types or something. Like poking fun at how people with loads of old money view the real world problems with a jaded muted cough or something. Spoken from their point of view in sincerity, but meant to be sarcastic in total, as the joke. This kind of…
This is coming a long pretty good! I totally missed Chris' paintover thanks for bumping that Vig hah. I'm always confused though with stuff like this; adding cuts after the fact to finish models. Are these types of cuts legal in a game sense? The side of the building for example is now a bazillion sided poly. When doing…
not all translucent material types cast shadows - there are a a few different options that all have pros/cons the not drawing thing is a little odd - does the object disappear if an opaque material is applied? unless the asset came from the marketplace or whatever I wouldn't expect this to be a lod issue - the default…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).
Hi! hope everyone's doing well. Here Are Two of my rock assets i made for the current course i'm attending. Just want to hear your critiques and ideas if there's anything i need to improve or work on or etc. made some REEAAALLY simple textures for the rocks and the ground in SD. Also i didn't have a dust or dirt type of…
I'm modeling a part of a robot. I'm starting with the High-poly. While modeling .. i wanted to bevel some edges. I started thinking .. should i keep a version of the mesh on the side that has no bevels ? Wouldn't that make it easier for me later on when making the low poly version ? Is this the most efficient to work ? How…
Ey guys Basically i started this guy as a daily practice doodle, but i thought it was kinda cool so i gave it some more love. Sort of a dark souls meets mario type mashup haha...maybe if Miamoto read lovecraft and was more emo as a teen ;P This is just a bpr with a paintover to add the spittle and a few small features -…