Hello, Its nice that you are sticking with this for so long, but i agree with larry that too much time on a single project can potentially lead to "tunnel vision" at best :) so i agree that you should just finish this by the end of the month (for instance :) ) and move on to next fresh piece and apply everything you've…
2 reasons: 1. its legacy, we've discussed removing it and it's probably going to get removed at some point. 2. There's an ini option (will probably become a project setting if not already ) to use non-physically based shading (fortnite uses this). Although I don't recommend changing back and forth between the two since…
I so feel your pain man. Having been in the same kind of circumstances the only thing I came learning all too well from it is that none of those arrogant egocentric assholes are worth getting hurt over. I know that it's the worst kind of feeling when you can see injustice and you don't step up to stop it. So you do. But…
One thing I don't think I saw anyone recommend was checking your memory. One of your sticks may be bad, or a port may be bad. Try switching your memory around and cleaning the memory. The most common POST issues are associated with bad memory. As far as your CMOS battery goes, meh...doubtful, but you could try reseting it…
achmedthesnake: I like the piercing suggestion, I'll definitely get some of that cranking in there. As for why it has taken me so long, mainly due to work. 8 hours a day in front of a PC making art is quite enough really, haha. Also, your point about the boobs. I actually thought about that already and considered just…
Nothing about him looks "underwater" so far, which is a problem because this is billed as the main part of your concept! The only thing that kind of does look undwater-ey is his mask, and that could easily be a gas mask or something along those lines. My main two points: It is generally extremely cold underwater, and…
For an environment, I would say sticking to bump maps will be better for an ametuer. This is especially true if you are attempting to make full levels. As AnimeAngel mentioned, normal maps are much more costly in terms of time. You have to sculpt out the geometry, and then render the normal map. Doing this for main…
Spent some more time with the material and textures tonight. Still not feeling right about how its sitting. Wanted to try separating the dirt from the sticky into 2 different reads. On the dirt I added more in the recessed areas with a harsher edging. I have gotten feedback that the sticky substance is not reading right on…
Yeah, I definitely have my smoothing groups set up wrong. This is the receiver UV blodout: Since the whole thing doesn't (or shouldn't) have any hard edges, I unwrapped the whole thing as one UV island. Then I assigned all of the mesh on the island to one smoothing group, ensuring that there are no weird hard edges.…
thanx for the nice words :) hmm well it just like one thing leads to another here i started the receiver with lots of segs cause its detailed and if u wanna detail something and still keep stuff round and smooth u have to use it so then i move to that part at the back, u can see its almost the same shape as the receiver…