Oh, as far audiobooks, there are a few free ones I can think of off the top of my head. The first would be Neil Gaiman's 'A Study in Emerald', which I loved to bits (despite having read the short story before). Neil's got a pretty pleasant reading voice:…
Let me guess you have a Light-on DVD combo CDRW drive? Or maybe a HP drive? There are known issues with those drives not being able to read past the copy protection. OR you have an anti virus program running in the background normally AVG or Norton cause that kind of an issue. No one tells the nosey anti-virus the disk…
Beer helps. Up to a certain point, then it REALLY helps. All of your stuff just looks awesome and you want to bang it. No, but in all seriousness - Find something that really inspires you. Go back and take a look at the things that inspired you to start modeling in the first place. Draw, let your arm get loose and try and…
A great start here. I would say breaking up the building and the ground with some grime/dirt decals, not to harsh but enough the break up the bricks and the ground. and like kaburan said the overall model looks good i would chamfer those edges though. Lookin good :)
Hey chris. Thanks man. You aren't alone on thinking there is too much symmetry in the character it's something that I intend to break up with pouches, some changes to the creases on one leg etc. I also want to break the symmetry in the head too. Suba, thanks very much
Earthquake always says break up your UV island by the smoothing group breaks. so if you have different smoothing groups, they should be separate UV islands, even if on the same contiguous mesh. This will help your edge blending look much better in your Normal Map.
about those dread i would make 1 straight uvw it etc, then place it in the same way, or reuse geo from the ones in the head, then for ao i just use ao from the low with the dreads , that way you spare uvw space and it has teh same effect ^^
So, I've been doing a LOT of reading this week from iddevnet.com and doom3world and I've done the tutorials and read numerous posts on importing characters into Doom3 and Quake 4. I started with Quake 4, was very confused and didn't get quite that far in the importing process. The documentation confused me ... I didn't…
Hey guys, Trying to create a max script that selects the tread piece, instances it then increase the "% Along path by 0.3 with each one. Any idea how I would go about doing this; can't wrap my head around it >.< Ideally does anybody know a better method to wrap these treads round a spline other than manually placing them?
I see A LOT of wasted space in your texture sheets. I cant really help with the character stuff, but that bridge you made I would break that up into 3 or 4 tile able textures and then use Free floating decals to break it up further. good luck