Oooh yeah ! So solid, and so fitting :) Regarding the bird animations : while there is no way to add extra bones for such needs, there *might* be some clever tricks you can use in order to add at least some hint of secondary motion. To do so you could try to weight the vertices of elements like the beak and wings very…
hi 1. for a low poly asset like this shield you should hit on textures something like 128/128 and it looks like mirrored so you could probably downsize this in half. 1024x1024 way to much. Modeling, this simple model could be made of 8 faces + a few to add thicness and back. You did not showed back, this could be made to.…
Hi, Thanks Mark. Well there is no solution, I always use 12 18 sides and add extra edge in between to avoid spec seams. See what you did is exactly what i did but for some still unknown reason it did not work i was having 1 unit difference still. ah sigh. Well the avoiding method is that I made a plane with my desired…
Add the label directly into the *.PSD with DDO open, of course! You can then use the DDO menu with the PS layer selected and Copy Layer to All Maps and select the map channels you'd like for it to appear in. :smile:
Hi all! Here are some renders from a model I did using a combination of the old dDo, the new dDo and some manual texturing. It's a modular game model with a flamethrower (Rendered in Marmoset Toolbag 2).
Generally I did polish passes, optimizations, built extra areas (riddler stuff, secrets, new layouts/paths etc) and set up kismet. I built some assets (modified a bunch) but most was reused. I've tried taking some shots of areas I've spent considerable amounts of time on. Go to my portfolio for the full shebang with more…
I'm not aware of any OSX tools to do this, however, If you just need a standard cube map (no diffusion blurring or anything like that) you can hack this together in any 3D app that has baking, provided you know the cube map layout (usually it's all in a line or in a cross format). If you have a sample cube map that works…
Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
Hello! Thank you very much for the feedback and a warm welcome! I was concerned about the quantity of my work so I did my best to concentrate on the quality. I am mostly aiming for prop artist at the time but I try my luck with character job opportunities as well. I also have work experience of 1 year at a studio, there…