Commador: I think there's too much light coming out from between the cracks in your courtyard stones. When you do your next pass on materials, you might look to rectify that.
Good job, rigging is a pain. I can imagine those stones giving you a lot of pains haha. Would have been nice to see some hair planes as the silhouette is abit flat.
Nice! Very innovative. I'll remember this for future projects. I can see the same concept being applied to grass and such, or even pre modeled and pre rendered surfaces like bricks and stone tiles.
[ QUOTE ] i was under the impression that the whole point of The Wall movie/album was to watch/listen to while high. [/ QUOTE ] It is And on that note has anyone ever watched wizard of oz Synced with the wall while stoned?
I remember way back in the stone ages when I was in school..one of our assignments was to make a fork using the loft tools..and there was a way in the spline tools to do it...dont remember how though
I'm going to take the same stance as EQ here, I'm just glad that now I'll have these tools in a suite whose GUI doesn't act like it was crafted in the stone age (3DS Max...)
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Hi guys I have started getting into texturing but want to learn how to make realistic looking textures for games. such as Metals,stone etc in Photoshop. Does anyone know any good tutorials they could link me to. It be much appreciated :)
Looks cool I think it would look even cooler with small assets, like little stones or little broken wood laying around on the ground also maybe some stuff hanging off the ceiling.
Isn't the biggest difference between a AAA title and everything else the size of the outsourcing budget? Simple answer... Prototype properly, fix your game design in stone and then work in iterative sweeps across the whole project.