Thats an interesting viewpoint, but a also pretty naive one. Its a fantastic idea yes, but the truth is, when you work for a company that is funded by a publisher, they get a good say in what goes on with the game because they are paying for the entire development. Everyone likes to think a bunch of employees standing up…
Nice work, bob :) love the lighting and texturing! Right now, I feel like there are too many neon light signs around though. Also, I think some dead neon lights may add more variations to the scene. Still, great job overall :)
Hey BIGTIME i currently work in military and avionics as a 3D artist. We do training sims for a range of different military personnel. Day-to-day work isn't really hectic here but can definitely be tiresome, as any job can be at times. At my company we rarely are allowed overtime work and are pretty strict on that from…
Hi! I've never participated in such huge contests before so this is my first try. Hope to make my best. For my splash illustration I picked Zoe because I wanted to make something funny. Will reimagine her with a winter skin. Here's some thumbs I made and concept sketches.
@bkost Thanks for the feedback! Yeah I bumped up the SSS, it was already on but not very visible, looking a little more fleshly now. I agree that hair cards would be sweet but not for the scale of this dude in game (third person game and creature is pretty small). @BIGTIMEMASTER Aha foul as the night :D :D . I did the AO…
Anyone else tried the Demo ? you can chose 2 different "level" that are made of different portions of the game so you can have a good panel of the moves and stuff. the use of the lateral buttons on the 360 pad is a bit weird to get used to (since you have to hold them to lock and they are smaller and higher then the ps3 R1…
I've noticed that a lot of people are using chromatic abberation on their models. Personally, I don't like it (especially on really nice detailed sculpts) because every time I try and look at a neat detail, my eyes get confused by the coloured outlines of things. It's kind of like looking at one of those optical illusions…
- Macattackk: These are seperate textures that are being loaded within the same material (all at once if neccessary). If you want to be "correct" it isn't a real Megatexture (as in a texture with sizes above 10kx10k) but I presume that even the Megatexture engine used for RAGE cuts up the "Megatexture" into more usable…
Why has this not done anything? You can see despite the low poly normals direction it is still showing me the details as viewed from above for the most part. Is there something I misunderstand or should this not work? I also wonder if the vertex normals control how the rays shoot inwards. Am also correct in saying the…