Wow that looks impressive and useful, as a Maya user I can't wait until you go and learn MEL :p It actually looks easy to use, something I've missed in previous tree gen tools I've seen. And for free too. Scripts like these make me wanna switch back to max :(
Damn Impressive. Love the vfx work Keep in mind this art test was spec'ed for the older i phones like I phone Gen 1g, 2g If this art test was speced for 4g you could've done WAY bigger Textures and double the Tris. But its always good practice to work with a tight budget.
I finally got around to doing a new lighting pass and I have some changes in the assets and I think it's made a dramatic difference in the scene in general. I also submitted my work to a competition on the Rookies here: http://www.therookies.co/next-gen-gaming/rookie-of-the-year-gaming/mahreen-fatima/
Just as a side note, anyone here had any experience creating vehicles / vehicle-related stuff with the new engine yet? I'd be kinda interested in cutting my teeth on 'next gen modelling' with a UT3 vehicle, but I don't have as much time as I used to in order to relearn the vehicle creation.
okay - BACK FROM THE GRAVE MUAHAHAHAHAHHA i've been sorta away due to exams, vacation. here's my finished highpoly (unless theres anything major i've missed. extra details wiill be done via hieghtmaps heres the lowpoly (1070 tri's good?? even though its next-gen... )
Hey Dude, here's my humble contribution, made with the SDK of your lovely character. The engine I'm using is more targeted to "next gen" stuff, so I fixed a normal & spec maps quickly, and found out the result was quite nice ... I like when you share your stuff
You can also use the diffuse specular convolution in HDR shop. If you are building the panos yourself from photo source this can be a good way to go (especially since cubemap gen will load up the cross output from HDR shop) and it also seems to be the best way to blur an HDR cubemap.
well the problem is not really the shader itself, but the 3dsmax viewport engine, as it is not as potent as a full fledged next gen engine.. (dont even get startet with alpha transparencys :D ) i guess the normal map shaders from ben cloward are pretty sufficient for every day preview work.…
Dfacto (Eagle, Ripper, etc.) returns with a group of excellent concepts I'm sure you'll enjoy: The Mace Pistol ShardShield Shotgun Cannon We're still looking for next gen. artists interested in joining our group to flesh out these concepts into 3d. If your interested then drop me an email: mack@xrucifix.com
Hi Everybody, It's been a while I didn't post on polycount, So this is my new project, Only done with Marvelous designer for the moment My goal is to do a full next gen character. Sweater and Holster are fine. I need to work more on the jeans garment before doing the first retopo for Zbrush.