Some notes, mostly you can improve your detail density in some areas, and really try to think a bit more about how a gun would be viewed in a game, in first person. Right now you've got areas on the front of the gun, which are unlikely to ever be seen let alone up close, that have more detail than areas right in your face…
Thanks man. I'm not sure what you wanna know specifically about the pants but it kinda went like this; Extract them from the sculpt and get a nice shape at a low subD level, work the overall shape up the levels so they have a good shape throughout and don't end up looking too blobby. Add some big folds and creases at lower…
Having spent most of my adult life in a game-dev desert, being unable to relocate due to family commitments and ending up working for some really dodgy bastards there are strong echoes of my own experiences here and it's hit me right in the feels. I was fortunate enough to find a path out but I remember the feelings well.…
My only feedback would be that your items lack the value shift associated with the Dota art style. Example look at the value shift from the end of the hilt, and another value shift at the end of the blade Adhering to this style will make your items fit better and increase their chance of acceptance. Keep at it! :thumbup:…
I think its important to keep projects manageable if you are still learning. For example, if you are doing characters, focus on just a bust or head to begin with. If you are doing env art, try a small prop. Don't commit urself to a full character or large scale env if you don't have the experience to accomplish such a task…
Thanks guys! @LRoy: Thanks! Yeah ever since zb4 has came out I have been using polypaint and spotlight to block in my texture before baking it down to the low res. Usually I end up doing some touch up at the end in ps as well for contrast and color correction. Thanks!
I want to tell you how I was doing a character for the contest AIE The education experts in games, 3D & VFX. Just a little talk will share experiences. At the end of this article will be the end result. And also link where you can see the 3D model of the character. So. Detailed description of the character creation.…
Try "Merge in selected namespace and rename incoming objects that match" under Namespace Options. That works for me in 2014. Merging will actually rename objects if you end up having two references with objects of the same name though, so that might end poorly. Or use namespaces but change your exporter to ignore…
Purchased a 21 UX on ebay not to long ago it was defective, ended up refunding it was a huge pain in the ass. I ended up buying the 22hd and love it,Also just as a heads up I think Amazon will even let you do payments on one with no credit check. If you can't afford one straight away.
Now, what i really wanted would be to make the script work when the Show End Result is toggled in with a, let's say, a shell modifier on top. When you put a shell mod, and go to the base editable poly and have the show end result turned on. if you try to you the tool, it spits out an error.