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Re: [Riot Art Contest] - Kassadin Redesign
Reply by
Darknavigator
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Oct 2014
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Home
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Riot Art Contest
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Riot Art Contest - Character Art
New Facebook votes make the tally- A-1 B-2 C-2 D-5 E-6 Wow E moves into the lead position.
13 results
Re: How you learned to paint?
Reply by
jimmypopali
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Oct 2010
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General Discussion
This could be useful to you: http://wiki.polycount.com/TexturingTutorials?highlight=%28\bCategoryTextureTechnique\b%29 or even just browsing around the WIKI - http://wiki.polycount.com/Polycount
20 results
Re: hmm , things aint going to well
Reply by
Ruz
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Dec 2006
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General Discussion
Daz the hotel doesn't have a gym, and I tried to quit smoking today but I failed entirely:)ended up buying 20 b&H.
27 results
Re: Props and stuff!
Reply by
odium
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Jun 2007
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3D Art Showcase & Critiques
Gears Of War? I think ATM your biggest problems are a) flat lighting and b) Your normals don't appear to really be doing anything. At all...?
11 results
Re: I need critiques
Reply by
AstroZombie
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Jul 2007
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3D Art Showcase & Critiques
Fill the background on your normal map textures with R=128, G=128, B=255. The black can cause problems with mip mapping in game.
17 results
Re: Quick Wacom Question
Reply by
xk0be
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Sep 2010
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Technical Talk
I find it much faster to just press e then b on the kb than flipping the pen around and back. (assuming you're talking about photoshop)
15 results
Re: WIP showreel
Reply by
Xoliul
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Jan 2010
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3D Art Showcase & Critiques
Very cool you worked on the B&W dudes. I loved that game when I was younger, and those two had so much character.
8 results
Re: Picked up a PSP
Reply by
KDR_11k
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Mar 2005
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Ah, that's a standard USB A to B cable, those things usually go for 2-3 bucks. I wonder when we'll see a ScummVM port...
48 results
Re: Happy Holidays!
Reply by
Soccerman18
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Dec 2006
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Dang frosty, where've you been hiding? Good to see you around again. And it may be a few days late but happy b-day frostilicus!
2 results
Re: Help me create this "simple" Maya shader please :-(
Reply by
chronic
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Jan 2010
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Technical Talk
blend colors node pipe shader outputs into the color slots - your b/w mask into the blender slot pipe blendColors output into a surface shader
7 results
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