Man Totems was one of the games i was totally wishing for, really sucks it got canceled same sad fate Cuter Slate faced.... its sucks no one gonna safe this awesome project it seems. *sigh*
yeah astro, the concept is awesome but the setting is really lame. I hate all these 'you're going to be the one who pulls the trigger and kill sadams sons!' games.. I feel ill just looking at them
THIS CONTEST HAS ENDED. Winners will be announced July 12, 2010 with the Polycount Pack being released for Team Fortress 2 thereafter. To coincide with the launch of the new Polycount site, Polycount is teaming up with Valve Software to bring you the Team Fortress 2 Polycount Pack. Yes! That's right, an exclusive Polycount…
I always did this type of rounded bevel with the spin tool in Blender. I've also been looking for the equivalent in Maya but so far the closest I've come across is 'edit mesh > wedge'. I hate that it's the one tool you have to be in multi mode to use, also you have to delete the extra faces afterwards :/
I'm no pro myself but I've learned through trial and error that it's totally best if you merged all assets on your character FIRST before skinning anything. It's kinda ridiculous to have different skinning happening all over the place. The only time I feel it's okay to have an un-merged element is when you think the…
Hey @jStins thanks for the feedback! Regarding portrait shots, yeah, I should probably do that again (in fact I'm going to do it right now haha). I tend to choose landscape with the negative space partially out of habit and also because I like them all having the same aspect ratio. I just feel like landscape sits better on…
That says nothing nothing... "one of the top sites on google if you type iHalo"... Wow... Thats like saying: "We are one of the top sites on google if you type our web address in, who would think!" Just because the legal guys haven't stepped in, it doesn't mean they wont at a later date. Comparing jailbreaking, something a…
Select the lowpoly model and use: Get > Property > Tangent Get > Property > Binormal The viewport shaders will request these properties later, but they wont be in the list of available dropdown options unless you manually added them. To average the normals, find the model in the explorer and open its Geometry Approximation…
Oh man, I really love the concept! I have a massive soft spot for owl-related anything really so this gets a thumbs up from me. :) Definitely subscribed to see where you take him further. The idea of using traditional media in the texturing process is an interesting concept...although I don't necessarily see that coming…