Thank you for your guidance. I think I’ve got the general idea. When poles appear at corners, the corresponding arcs will be larger. Conversely, adding supporting geometry shifts the poles to other positions to achieve tighter arcs. The exact location of the poles is not critical. What matters most is whether the light and…
I've been getting back into texture work and am always interested in reading ANYTHING about HALO art. Even this old stuff! :) I noticed one of the screenshots, https://s3-us-west-2.amazonaws.com/polycount/halo4/m80a.jpg REALLY reminded me of DOOM 3 and I checked and sure enough Kenneth Scott was a senior art director on…
I really like that idea of using the freeform brushes on hair & fur guides to drive normals, but I'm probably the least skilled scripter here. It's a tool I use a lot to edit organic models like hairstyles, and my interest in being able to freely edit normals goes first into this kind of assets, not sure how relevant it…
Thank you for the feedback! To answer your questions: 1. Yes, I am definitely planning to model an outboard motor for the rear end. Right now, I am in the process of gathering proper reference blueprints, photos, and technical data to get it started. 2. For the Grand 850 itself, I used official layout schemes and dimension…
Thanks for taking me back Eric. I was just finishing up high school and working on getting into the game industry around that time :) It was really exciting to watch the community figure out workflows for normal mapping, as resources were pretty limited back then. I think it was basically Crytek's MAX plug-in, Nvidia's…
I had started building a series of low-poly / flat-shaded game-ready assets and after years of them just sitting there in the asset stores, decided to make my own game out of them. This is a scene from Crown of Kings using Almighty Assets low-poly 3d models and…