I'm looking for someone who can model a cow and a sheep for populating a level. No specific poly-budget but it'll be used in a realtime environment with some of it's "fellows". This have to be kept in mind. I also need to have it animated. -> idle, walk, picking up gras / idle (just head down to earth and then rise it…
http://www.youtube.com/watch?v=f1hSlKki3Cw Here is a rotation and a video of a horse walk cycle I created. I realize that the head, shoulder, and buttocks controllers were messed up in the scene render, however the walk cycle remains the same. I'm having some difficulty in getting the horse's feet to match the groud plane.…
hmmm. i would say that there is is no need to have all those wires in your low poly, they will just be a pain to unwrap and bake and texture, you better off just baking them to a alpha plane with a nrm map, or just baking them into the side of the tank. That is just my 2 cents though. baking is just a test of patience…
Alright dude, I'm going to call your bluff, what is happening here is a motte-and-bailey fallacy essentially a moving of the goalposts. Already you've told us what you think, that the character Key is a 0 out of 10 (super ugly). That her looks are not only ugly, but worthy of scorn by speculating on her fictional parents…
thats not a tank, its a tank destroyer :P nice model the difference is in the way its used. tank destroyers are lightly armoured, which specialize in ambushing enemy tanks. they protect the guys inside from a bit of spall, and some light fire like machineguns. tank destroyers are also cheaper to make and maintain than…
The UVWs have quite a bit of room available for use. It's generally a better idea to place UVs right next to each other. Sometimes rotating them a bit or using some Tetris logic to fit them as tightly as possible is required. For the UVWs, the scale should never be rectangles. It should always be perfect squares. The way…
Andrew 'dr1ver' Maximov has a great thread going about how to do more with procedural materials In his thread "The Desert" he covers some interesting ideas on how to blend materials together procedurally. These aren't your fathers procedural materials that stand out as a hallmark of the early days of 3D. Andrew is floating…
March 6 2026: Star Citizen Live: Q&A Tech Talk w/ Sean Tracy https://www.youtube.com/watch?v=mmxmkx87qcE Edit: Sooo full release slated for either 2027 - 28?
So I was recently realizing alot of Polycounters who I thought were way up in the food chain and alot older then me were around the same age range. And I got to thinking of fun things people like to do. And usually like most 20 something year olds its going out and having a Good drink. Now normally my dad and I use to…
Hello to everyone! It's been a while that I've started to work with this
beast and I have got a lot of materials about it. Guess it would be one
some looong WIP. Lets start from some road wheels. It has 12 of them so when I clone them it
will already seem that a lot of work is already done :) Initially T-72 was…