proportions dude...that's were u lack....the monk body looks fine..but head is way too big...so does his feet..and color...is so red..same issue with the other guy..do u have some references for it...check out some works in z brush central..u will find some beautiful sculpts..tutorials for sculpting are available in plenty…
@Damian: Opanowanie tego programu naprawde nie jest problemem. Jak umiesz teksturowac to przestawienie sie na SD to 1-2 dni roboty. Dopiero wlasne funkcje i FX-Mapy moga byc problemem dla typowego goscia od teksturowania. Ale masz tyle podstawowych nodow udostepnionych przez Allegorythmic ze zanim dojdziesz do wlasych…
I was thinking more close to an anime style for a 2.5D or paper 2D sidescroller. Closest to that being fully 3D is Guilty Gear and Dragon Ball Fighter Z, but not quite what I want to go for. The image was just an example of the angles I was going for, and don't want it to be low res and pixelated. if I create all angles as…
@AlphaVader - Thanks to leaps in engine technology intersecting meshes are typically not a problem for many modern game engines. Typically it used to be a problem for vertex lighting and z-fighting. Although now what it its a standard technique to create modular environments we can create more elaborate detailed…
I feel like the lightbeam could do with some less opacity/some "scattering"/have some more fallof on the edges/towards the end like in these images. http://thumbs.dreamstime.com/z/night-lighthouse-beam-3610373.jpg http://chadburgess.org/wp-content/uploads/2010/10/Roosevelt-Island-Lighthouse-at-night1.jpg…
I'm interested in hearing some feedback as well I recently made a Z-up vector shader to shade moss on some rocks in UDK. I also got the idea from Virtuosic's video :P. I'm actually planning on 'potato heading' my rocks the same way you are as that's how they did it on the foliage map demo. I'm not entirely sure on the…
I cant really tell if this game is actually 3d or not, but this kind of paths are usually done with using geometries on top of the terrain (a little above from the terrain to prevent the z-fighting), and with tileable textures, or tileable+some reuseable textures (like for the bended parts of the path if the geometry gives…
the low geometry is actually 18k polygons. but most of the polygons went to the wings when I made it with z spheres, I haven't retopologized the model yet. this is what I did in Maya: I pressed CTRL+A to get into attribute editor, went down to where it says "bump mapping" Clicked on the checker icon and chose displacement…
I use Silo for my UV work and made a macro that flips the texture island 180 on the z axis through the numerical editor. The macro fixes it every time for me. Pretty minor bug compared to the others they have been working on. When slide goes wonky and I'm caging in sections for hard surface sub d work thats when I start…
You aren't really missing anything. The maya to torque art pipeline is HORRID. Z-sorting being just one of the many un-solved, or at least undocumented issues. For your application the simplest way will be to separate the planes into separate objects, then select them in the order they should draw, then combine them into a…