Hey man looks like you have a nice start so far, there are definitely some nice details going on in the front of the vespa. Idk if you have come across this yet but here is a pretty sweet steampunk moped that might help stir up some new ideas. http://thenewcaferacersociety.blogspot.com/2008/03/tom-sepes-whirlygig-emoto.html
In that PDF it says: Who is eligible to participate in this program? The following partners are eligible to participate in this program. - MSD authorized direct and indirect commercial resellers in the United States and Canada - M&E authorized direct and indirect commercial resellers in the United States and Canada So does…
after careful troubleshooting some more I think maybe I'm just trippin. I mocked up the same type of scene several times on 2 different PC's at school, an the same shadows persisted. I think just the angle of the light is not picking up the horizontal shadow on the opposite side like a real world scenario. IDK.
I hate my job, I get paid nicely to surf the net and idle in irc. I'd rather actually be getting paid to do art and actually working. Thinking about quiting sometimes just so I can put myself behind the 8ball and do something, but the money keeps me sitting here day after day.
For the two parts in the middle I think that painting the default normal map blue over the parts in red should eliminate the problem. As for the outer parts, I think it's just how it's supposed to be, it's trying to make the edges of the object look a bit rounder which is what you're trying to achieve anyway. Doesn't…
Hey Bertmac, I sent another PM. I rearranged the UV's for the car. I'm not planning on using textures for the whole thing. Idk....there's a lot of gaps in the UV map here. Below includes the covers over the lights, car body for the stripe, logo, grill, and the front bumper for dirt. What's the best way to minimize wasted…
I thought they were still going to release the SF4 issue? I heard they may even just put it on PDF. Rebel FM - http://eat-sleep-game.com/podcasts/rebelfm01-07.mp3 Crappy quality, but its still good to hear these guys (and girl) talk, sounds like maybe some are looking for designer positions or something.
Ok, rendered it out with Mental Ray and it still shows up exactly the same. I've only tried it on basic Maya shaders though but I haven't had problems with them in the past. Idk whats up with this I'm assuming something with the normal map itself. Guess I'll keep messing with render settings unless anyone has more ideas.
http://www.edharriss.com/ Biggest collection of XSI tutorials I've seen http://www.xsibase.com/ Loads of XSI resources http://www.mesmer.com/?loc=/shop/products.php&qs=pid%3D38&sc=1 Free pdf download of XSI character book, it's animation oriented but explains the basics very well. Edit: First post from this lurker, hello…
sold units do not equal relevant quality. say flappy bird or many of those idle games, have significant sales and make shittons of money. is the relevant to game art in a studio environment? No not at all. On the contrary a game could look very relevant to the studio you apply to but perform poorly in sales, that wouldn't…