Although its a good idea to keep pixel density in mind, some games benefit from deviating from an even distribution of pixel density. In games where you get fairly close to characters faces, having somewhat higher-res textures on heads works nicely. Or if large objects are never/seldom seen close up (e.g. upper parts of…
Back in high school an example of extreme driving stupidity was a kid 'Sterling' I had met and was hanging out with. He was a new student from Atlanta fresh in Colorado just a few weeks. We're at a stoplight facing uphill in his mom's Volvo pulled up next to a Mercedes full of big black CU football players. He made some…
I do it to lock stuff in. It could tend to be a bad habit, but as I'm still learning I'll decide that as it comes. I think that is actually part of the reason I'm moving on to wax. You have limited time to work before it hardens on it's own w/o heating it back up. So it automatically locks detail in. Another thing I may do…
you've got full on self-sufficient battle droids. ... that shoot themselves in the head, like RoboCop 2. I LOVE that. Of course, what I read in that article is that the brain itself isn't doing any real 'thinking', it's just a wetware neural network. If they grew the cells from scratch, then there's no way they could form…
this may have been wishful thinking on my part, but when i first read the news about this merge the first thing that popped into my mind were the blissful thoughts of a war 40k game done in a similar style to mass effect, where maybe you start as a fresh young 9 ft marine monster, then get to choose a squad maybe, like…
Hi Everyone! I need some help finding reference for texturing the human body. I basically need to know where the warm (red) areas of the human body are, and where the cold (blue) areas of the body are. I have the image below that I use for reference when I texture skin on the face but can't find anything for the life of me…
Hi people, We're back to show you our improvement, a bit of us already posted and your crits were very positive. Hope my model will not be a shame in front of others. For information, my model is 2800 triangles (3000-3500max was our budget) Of course, any crits and advices are welcome. Here is it Others preview angles as…
hey guys, so i sculpted a male character for a project im doing and now im on to doing the retopology but ive only retopologised a face twice with average results. the character will be fairly high poly and the face will have aroun the same poly count as the characters in games like the last of us or bf4 and the topology…
spend more time establishing primary forms. The proportions seem to be off; try making the head smaller and the shoulders broader. Don't render the face, the darkness inside the visor of the concept is intentional. Not all edges are rolled; you can remove the rolled edges in the breathing holes and the edges of the cheek…
hi everybody, here is my second work for school, a monster for UT 2004... Like for the first (the job for Quake 3) we were asked to post our work on this forom so i did it i hope not disturb you too much but i would like some points of views to learn more about the modeling for the future ... i think a made many progress…