Interesting but it just really reminds me of how arbitrary and cut off light radius are in games. That tunnel should be amazingly lit up with all those lights, but thanks to being a game engine the light just cuts out sharply and quickly. Really nice work for what it is though!
the bug I has seemed to happen mainly when cycling quickly through settings on a parameter, say changing a light intensity or similar. I will give blender another go though . for a free program I can't complain too much will look at the UI settings pior, cheers for that
it's a nice idea but in my experience Internet based workgroups tend to split apart pretty quickly without strong motivation (mod teams ECT), the exception to this rule in my opinion is unearthly challenge but then there is at least a minimal amount professionalism involved, also winning it for polycount is pretty strong…
I'm actually a student so I have to really do it all at the moment. We do get a lot of contact time with doing modelling/UV work but not so much for texturing atm so I was really looking for stuff here to do quickly as practice. But thanks anyways :)
Wow, this is really well done! I'll have to admit, I'm very quickly becoming a huge fan of your work. I agree with CJE in that she doesn't really strike me as being asian, and bounchfx on the hips but I haven't gotten a chance to look at your reference either.
a bust i sculpted in zbrush and baked onto a low poly model using XNorms. I kinda ran out of time on this project towards the end, i also had to learn to sculpt for this pretty quickly. The texture on it was done with procedural texturing in photoshop (i used NO brushes to create it.)
You should move the overlapping UVs 1 whole unit away. UVW Unwrap can do this quickly. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring You should also triangulate before export, Turn To Mesh modifier is non destructive. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Triangulation
aaannd another blast from the past. This was a different uni short film. I was charged with concepting, modeling and surfacing. This film was done without the lecturers help so we quickly found out we had to remove all the dangly bits as it was hard to rig haha. rendered in vray
More work on the back enginess! Bit stuck in some of the other areas designwise, but I have to finish this up pretty quickly now if i'm gonna have any chance of finishing in time : ) But i want to make moar detaaails! (that wont show up on a 4k texture, but still!)
Ugh, can't we have spin-offs instead? Like TV shows which should stop at the 6 season, games need to stop at 3, period. Anything more, and you're forced to stick to old formula's that will get old very quickly, especially after a long hiatus.