Been a fan of your work Jeff, the shield and axe are looking really clean and I love the emphasis on narrative shown through most of your props. I would have to agree with Xelan though, the color palette could be rethought a bit, I'd hate to bring out the orange and blue complements. But if your stuck on using the orange,…
I built the model the other afternoon, but have been a bit busy in the last day. Thanks for the geometry crits, I'll definitely be going back in and fixing up those pieces. The reason I have the strange geometry dissecting the fridge was because I was considering modeling and texturing the inside of the fridge as well...…
As my dad pointed out to me, your all forgetting conventions that bring people in from outside of the US. I don't know about you, but when i travel i sure as fuck don't bring my ID/passport with me on my person. So why would you expect people from outside the US to have one on them? Would you want to hold a convention in…
It seems doubtful (in my opinion) that ZBrush would develop direct rendering, when there is already the Keyshot bridge. I read somewhere on the OTOY forums that Pixologic has an exclusive agreement with Luxion. Pixologic did showcase their Peel UV plugin which was going to be in ZBrush 2019, but was delayed for technical…
i use maya. sometimes when i bridge the mesh i sometimes get a hole, even if on both sides vertices are merged. nasty thing and hard to see. can you upload that part of your mesh and i can check. i'm pretty sure your mesh is corrupt.
Yep. I've tested it with multiple GPUs connected to the PCI-express slots. I've not tested it with the SLI bridge connector. Btw, with two powerful GPUs probably you'll get better results disabling the CPU hybrid rendering, just enable the two GPUs or the CPU may slowdown the complete process.
I think you should try bridging the upper and lower halves because currently there's a giant divide between them , both in terms of value and levels of detail. Like add some pouches or tool belt or a cod piece or something so the middle doesnt stand out so much.
The water shader is looking really good now, suits the style. With the Mayan/Aztec theme you would have stuff like skulls on daggers on the beach and broken bridges over hills and broken down old/attacked boats on the shore etc. - I dunno, just thinking out loud
Cut Connect collapse chamfer extrude swiftloop Bridge Cap Boolean/sub/insert/union vertex cleaner Those are the only things I use, and I'm sure you can bind those or something similar to whatever major modeling program (weapons modeler @ ubi montreal, 3dsmax)
So I've gotten some work done. I could add the necessary entities right this second and have a working (albeit extremely ugly) control point map. One of the areas blocked off by breakable walls: The area right below the camera on the close side of the bridge is where the point will be.