How did the people involved in this not at any point go " This is too much. We should probably tone it down" ? Pretty amazing how it's reasonably well edited and cut etc, but the content is total bollox.
I have a good grasp on modeling, and modeling game assets. My only problem right now is modeling around a pre-existing game asset, say a male Nord from Skyrim. My question is How on Earth do you model around tight areas around the underarm and the fingers? There, I am at a loss. :poly127: Any replies to this question would…
heyho, ok the problem is not that easy but I can hardly find information about that. At least nothing that helps me. I have several functions in my .ms file They are not inside of anything. Now I want to create some macroscripts that call these functions instead of putting the function itself inside the macroscript. Now…
Here's my finished stylized environment. I defiantly pushed myself further then I have before. I really had fun! Can't wait to do the next one!! @Mahelix Holy cow that looks amazing!! the textures are beautiful and the subtle amount of wear looks great!! it really feels that it was used! @MikeKhine I really love how yours…
hello all, please help me : How to rigging and Animate weapons (ak47- gun - so on )professionally and realistic using Maya for use in UDK like : https://www.youtube.com/watch?v=wGaH3EzZ8KY Thanks in advance :)
Hey, does anyone know what's going on here: and how to fix it? I used Substance painter to paint, and C4D to render, but I have access to Zbrush as well if that would help. Thanks for the assistance guys
On the surface it seems insane but then again it could do two things... 1) Get more "customers" a bit more familiar with the legit system so they aren't so afraid of it. There they will probably be inundated with "opportunities" to sign up for the newer versions on their new business model. 2) It depends how wildly they…
Ah got it, skewing errors albeit also important to note how 'waviness' may arise without understanding averaged normals and ray projection. I might also add this Blender workaround as well and afaik Cycles engine, a path tracer is CPU reliant.
Whenever I model characters I always left out the teeth and gums, and simply model a closed mouth. Then reason for that is quite simple, I have no idea how to model this! What is the best way to this, do you start with a single tooth or start out with the gums? Also anyone who has some good reference? Zelly.