Hi, guys. This is my first time posting here. This version
is new because on my artstation I have it but it was too dark and empty. I will
leave the link here so you can see the old one (https://www.artstation.com/artwork/WwnLQ).
This version posted here I added more props and the floor and walls changed .Please,
post…
So a random discussion tonight in #md lead to me searching for an old thread over at CGtalk so I could roughly place the time I came to be an PC'er. As you can tell by my post, I was none too pleased by the attitudes and egos present in cgtalk's irc channel. Figured I'd start a thread about this... so what brought you here…
I read it , still not sure what may prevent you from doing same hi res textures within old 0-1 approach. I understand although if it's hundreds of patches /sub-materials/matID it could be a problem to load all of them one by one . Still Substance or 3d coat would do it automatically too. So I wonder why it's matter if all…
Okay this film may be a bit too obscure. I'll post a couple more quotes and see how it goes. Man 1: "I thought I fired you!" Man 2: "Yeah you fired me because of that god damned D***** S****. That's bullshit!" Man 2: "They came in here to play god damned songs for kids!" Man 2: "Now who're you bullshitting?" Man 1: "They…
I've met this problem too in the past. What I do is something similar, and I'd argue it's more simple and direct. Yes, unfortunately the links are broken once you close down stuff. But...if you want to make some tweaks later, why don't you just import the specific obj to that old scene you saved? No need to import to a new…
Scale does not look quite right to me. Get a human ref mesh in there to check everything matches up. It also feels pretty empty compared to the ref image. Also have you looked up any real life reference images too because following a screenshot from a game (an old one at that) is not often the best way to go, it leaves you…
I think all of the individual renders should have stats. That's something I'm currently in the process of updating; everything is a little disjointed atm. Here's a model I've been working on for the past 2 days or so. Trying to speed up my workflow and practice subdivision modelling. Need to post up the high poly too, will…
Take more breaks, learn to swim and get over yourselves you bunch of whining old lady's. @ OP you are 34 man and you sound like your going on 64, get out and move ffs my dad will be 71 this year and only ever complains about his memory:poly121:. The human body has not evolved for the mouse & keyboard and if you are too…
Yes, but that doesn't mean everything in a videogame has to be fifty years old. An artist should be able to transfer their style and make an impression out of anything. Making something shine isn't only about making the rest look aged. Variety of colours offers a better alternative, in my opinion. And standing out of the…
Good work here. The first thing that strikes me though is a lack of contrast between the scope and frame. This should be a bit more as currently it looks too dull and similar to the frame spec. If you are using a spec and gloss map really push them to get the most out of them. here is what I mean: also the glass on the…