apparently it's a short demo but i didn't play long enough to find out how short just yet. combat's kinda bothering me... i really don't care for the 'zoom in' kind of deal that doesn't go to ironsights, as well as the aforementioned forced burst modes. FPS games have gotten a lot more sophisticated about their portrayal…
Ey guys, been workin on this for my mapping for digital media class... my first go with a vehicle. Was going for something very organic in feel and flow... Here's the concept And here's the finished result. Nother View And with a quick Diffuse Didn't really design it to be a war vehicle.. more like a "New Car" type of…
The Europa Barbarorum team, responsible for the critically acclaimed modifications for Rome Total War and Medieval Total War II, are seeking to attract experienced 3D and 2D artists to assist us in the continuing development of our second release: Europa Barbarorum II. For those unfamiliar with our work, our aim is to…
I was searching for them aswell. Now i actually found them in the perspective dropdown when u scroll all the way down. Hope this is what ur looking for :)
Similar things occur with the internet. People can be completely different as far as personalities go when they are seen in person and when they are on the internet. An average joe can become an awesome guild leader with every epic armor of whimsical crap that means the world to the other people who play the game. MMO's…
Hi again peeps, thx much for the interest and comments! Here are a few more images; The Zhent Male textured with polycount and the stages of the Rockfist Smasher, which was pretty tough to achieve since all three stages had to fit nicely together at full form while covering all the damage. I'm really happy with the way he…
Remember the old artists tip: the top of the ear aligns with the brow ridge and the bottom aligns with the bottom of the bottom of the nose. http://www.stanprokopenko.com/blog/2009/07/draw-ears/ You can use this to gauge how proportionate your face is. Currently the eyes are far too high. Another thing that helped me when…
I am accustomed to use custom and often parallel or perfectly radial on cylindrical forms vertex normals and transfer them to lods . That way it works independent of any topology and through several lod levels usually . Support lops and bevels don't survive through lods very well . Also I often transfer /use same UVs on…
Like this kind of procedural dents is there a way in Designer or Painter to make them continue on opposite side of uv split? I know I can paint it manually in screen projection but is there a way to do it automatically? I usually use another UV unwrap without splits and re-bake later . Is it only way?
Hello there! I've been trying to refine my modeling skills by going outside my comfort zone and doing a car. I specifically picked one that had some smoothness that would be a bit tougher to do. However, I seem to have bit off more than I can chew! I've been playing with it for about two days and don't seem to be making…