Also for the holes you can make some parts different polygroup and then do split groops and you will end up with a hole on that spot. This is if you would like to do it all in zbrush. Doing it this way you might end up having some triangles but this is not so bad sometimes.
Why the are object_space maps not used more often for static env work? The only bump maps I have seen for env work has had tangent colors, but I thought that object space was cheaper because it doesn't compute tangents. Sorry for getting on a tangent, just wondering.
Get some Gunnar or other brand glasses. Problem solved. They work so well and make the eyes feel so good I ended buying around 4 pairs. In short I vouch for their effectiveness at reducing/reflecting the harmful effects of staring into LCD screens hours on end.
It kind of gives away the part where things might end up in the end. I think the story writers made sure that even if there are any sort of spoilers it shouldnt stop one to experience the game to its fullest. So far I am having fun and no complaints. *disregard*
Wow that interior looks awesome! Do you have any tips for modelling sub-d interiors? I tried to do something but it didn't end that well haha Keep it up, it looks very good. You should maybe end putting it in a racing game, or GTA or something!
great initial sketches, try not to lose too much of the energy in the end as for the hair, if you believe in the split colors, own it! who cares if its reminiscent of characters of past. dont get tied down in a box to being *super* original... only be sure to make the end product badass :) :)
You probably need terminator bones on the end of your flaoting bones. If you unhide all, you'll notice the biped as dummies on the end of every bone chain. These are needed for physique to work properly. So you can do the same to your floating bones and if should work with physique.
I wonder how they'll work this ending. I mean it has to be the most anticlimatic ending ever... The Aliens are about to conquer the world..... and then they die. No hero. No big explosions. No countdown to oblivion. I just don't get how they're gonna make that work for the common movie goer.
No, Mark I think you've pretty much nailed it. We have a team of Env artists but i'm split for example into a modeling team that is dedicated to key assets, collision/physics, outsourced assets, etc working directly with asset components vs the Env Team that handles the level pushing.
love your work ghost_rider I have a question about your texture map, how many are you using and at what resolution. I'm thinking of entering but I always end up stuck on the texture end of things, cant wait to see you model done, cheers