Well, on the 17. Aug the Gamesconvention in Leipzig begins, shimmer and I are going and we would like to know if other fellow polycounters will show up there to ?
hmm...well here is a little wip I'm working on supposed to be a mercenary or something like that. Should stand around 1700-2000 tris and two 512* maps. Got modeling 50% done mainly just giving form and shape to the character, still not looking cool as I'd like him too be but I'm working on a concept that i'll post pretty…
Based on the concept created by Elijah McNeal:https://www.artstation.com/artwork/bm1Wg It's taken a few weeks but it's finally over. I've learnt so much and I had a wonderful experience looking for more references I found it very challenging and beautiful! I used 3ds Max for modelling, V-Ray for rendering and Nuke for…
Hi there, so...I'm Sylvain Castelanelli aka Raven, french, 2d 3d artist and I've entered this contest to pay a tribute to my very first comic influence : Mr Jean Giraud aka Moebius. The concept is pretty simple, the celestial throne from which Moebius's watching over all of us artists, spreading good vibes and inspiration…
As far as I've been able to see, the minimum focal length is 0, which can allow the f stop to drop from 1.2 to 0. The focal length seems to cap at 999999984306749440.0 mm, with the f stop max capping at 9999999980506447872.0 (default being 2.8). Those numbers change the Lens Settings to Custom. Diaphragm Blade doesn't seem…
Yeah, great sources and research done. Some of it is based on loose, probably spur of the moment, quotes but still. And it's far from the first time visual downgrades etc has happened and promises has been made. But damn, I'm having a hard time rationalizing how these things didn't make it into the game. I've heard of…
hi guys, I have to admit I am a bit skeptical about doing it the way described above as it produces a lot of warping. That usually happens when normalizing a trapezoid poly for example to a rectangle. (as can be seen with the checker texture warping above) I`d suggest an alternative approach (both are surely valid for…
never used the displace modifier.. when using displacement maps i always use mentalray for 3d displacement.. also zbrush seems to output a 32bit tiff.. and you need to convert this image from greyscale to rgb in photoshop for some reason for max to read it correctly.. so this is how i generally approach displacement maps…
Hi. These questions are a little hard to answer, but I try.So... First We need to about triangle count, not polygon count, because this is what really matters in this viewpoint. Actually nowadays on the modern pcs, this count doesnt really matter because these pcs are really strong and can handle multi-millions of…