On Polycount I use my last name as my forum name but on Steam it is Artais. I have created the "Hidden Talent" (formerly Grand Inquisitor) set for the Silencer that is now in Dota 2, the Fel-Iron Clinkz set, and now the Warden of the Depths Morphling set. Warden of the Depths Workshop Page Fel-Iron Clinkz Workshop Page…
ok thanks, now Im just trying to delete some verts I dont need so that I can mirror/duplicate special some geometry but maya wont let me delete the verts along the last edge its left aaarrrgh Ive tried the del key and delete verts/edges button :( EDIT! nevermind I just rotated until i could see the face that the verts…
7.5 = worst game ever? I think the lack of Russel is a shame, if simply because he was better. Garret's new guy is just... meh. All the voice acting here sounded meh, especially if u compare it to the originals'. As a trailer I thought it was poor. No story, no pace, just 'oh let's just tell how the city changed and show…
most people don't seem to even consider image size anymore (actual dimensions or file size). there might only be 2-3 images but they are still 200+kb each. and that's only the initial pimp and not subsequent updates. i just went through b1ll's thread and there is around 2.3 megs of images plus another 150kb or so of "hey…
Thatched roof stable Oh hay! I have been working on this thatched roof stable asset recently and thought I would share my process for creating it. I started off by working with xgen hairs on a plane in Maya. Following reference I groomed the strands so that they fall in a straight, layered way, with occasional hairs going…
Especially in recent years, I've worked a lot to really dig into Mel and Python. One of the routes I was considering was creating a custom Maya menu for maybe 8-10 tools he'd be commonly using just to simplify things. Maybe booleans, extrusions, stuff like that. I'm just not sure how well booleans work in Maya, however.…
Hah- I wish I'd thought of the controller idea...but I finially figured out how to get the thing working. Part of the problem seems to have been that at seom point in the model creation, a single face got UV'd across a seam and this was messinhg the triangulation up. However, and for anyone who has a problem, here is…
Most of the AD's I have ever met worked their way up into the position. Maybe they're all "old school" from back before education was taking a more prominent roll, but every last one of them has been really good at their job. Mostly because of the path they took to get there. My current AD graduated from a Art Institute…
A studio ghibli / ni no kuni inspired game, nice. Still, I'll confess to this day I'm not quite satisfied with the cel-shaded look and moves for the characters in these kinds of games. I love the backgrounds (this game particularly, they look lovely), but the people living in them don't fit in at all with that style; they…
..and my contribution to some of the character art. EDIT: Images seem resized, for full size visit http://s96.beta.photobucket.com/user/wizo5454/library/ technical stuff: -Main characters were done in 4 weeks (on average), one week for the head. -about 3-4 meg per main character (about 1.5 megs for NPCs) -head texture were…