Hi. Im new to this forum. I am entering the contest in low poly Diablo environment category. Here is what I have so far. 3000 polys here and adding (hopefully) a bone bridge hanging off the cliff which will take me to 5K.
Im looking to cross the ugly bridge called realtime hair. Im looking for a technique that will yeild the most realistic results. We are considering using an anisotropic shader to give it that extra zing. We are limited to alpha masking (no transparency due to the cost of lit transparency). What are some of the ways you…
this brings back memories from 25 years ago for some reason i (and i think everyone else) just put the images onto planes in the scene because it's a better way to work
hay @Fddd your siege shields make me think a bit about shaping the foreground a little bit, I just blocked out two of them in front here flanking the bridge on the outer perimeter, do you think it adds some nice sharp silhouettes?
Live boolean could do the trick. It will preserve the existing topology, except for the area where the subtools intersected (that area will be a mess). But you can always smooth over it with the sculptris brush, rebuild the neck with a bridge, or just zremesh the entire thing once it is fused.
Ah cool! I've got ~500 hours clocked in on BF4. Unfortunately DT stutters like crazy for me. I really like the map though! So did were you responsible for adding the bridge collapse/mudslide? Or is that someone elses job?
Figure it wouldn't hurt to ask as well, is the mesh available (say in OBJ format)? A friend of mine is making a mod for Empty Epsilon (an open source bridge sim) and wanted to include ME ships, but we have not found a textured model for any of the reapers.
Well, looks great. Not much to add that already hasn't been said except that the bridge of the nose looks really wide from the front. Would it be possible to get a close-up of the hair texture? Would be curious to see how you went about it.
The biggest problem I see is that the bridge of the nose and the surrounding polys that connect to the eye are pushed back too far and are possibly a little too far apart as well. At this point it's moot since you seemed to have moved to texturing but something to keep in mind.
I have a FR on my guitar, but I haven't played any songs with a drop D. I do have a fixed bridge on a guitar of mine, so all should be good. Best scenario: Use a drop D on one guitar and use E standard for the other.