flickering shadows all over the screen in random shapes after changing the outlet it didnt happen again, but iam not going to celebrate yet because after changing so many things and the gpu failing again and again i kinda lost my hope. also the 2hours of testing arent really a long enough period to be sure. the GTS450 died…
hmmm yeah I see what you mean, rather simple looking effects(like just 2 layers fire animation, and smoke alpha), perhaps they are more complicated than meets the eye or like you say these arent the finished article. The grenade style explosion at 1:29 looks pretty cool though. Wont stop me wanting to play it at all though…
Everything I see on your website even up to your font choice is of poor/terrible quality. At this point im not sure if you just have extremely poor taste or if you just arent meant to be an artist. My suggestion is to either take the time to learn the skills it takes to be a decent 3d artist (the polycount wiki is great…
you arent actually paying attention to your references ,if you want to make laurie or someone based on his bone structure , study the ref and define the main face planes before even detailing , pay attention to how a face is constructed check photos of people to study. there was a great paintover some posts back that had…
Its up to you, can you afford to have a big texture? or do you want a smaller texture with just as much detail but its mirrored across your model? I prefer to have unique details if I can eg blast marks across just one wing and scratches that arent symetrical etc so I would personally go for unique uvs.
Nice details Phillip, though I would suggest doing the geometry threads like you did on the outside of the helmet for the inside as well. As the zbrush threads your trying to create just arent as nice. Do the geometry threads, and just use zbrush to do the holes they go into and the leather pulls and I think it will come…
Sorry guys for not posting for a bit :/ Project leader didnt want the handles on there and I worked more on the textures for the low (after following the concept artists concept again) This time I need to work on a 90 degree corner piece (though one of the ones I posted arent but I wanted to try stuff out.) The idea is to…
If your adamant about "puting them on the list" then great. But I don't even know what to call them. "portal". These arent even companies. Team Goose? lol. L4D guys are an actual company originally. That did stuff for other valve stuff as well. *shrug* But Its kinda hard to even state the company aquired for most of…
Woops...my bad! I thought I read everything in your posts but missed that one tid-bit of info. But again, amazing work. Everything Epic does is insanely inspiring...it's great to hear that you still enjoy doing what you do. It makes people who arent in the industry yet feel that much more encouraged and motivated. Thanks…
You will only be able to see artifacts if you are lighting a pure white surface. in 99% of games you would never notice it. The alternative of lower range would result in a lot more problems. Even in unreal 1 the lightmaps must have been scaled more than 0-1, probably 0-2. If your lightmaps arent used to brighten the scene…