Updates! been a while. I've added a second simple "overlay" mesh to the large outer walls, this uses a parallax map for some hexagon lattice work combining small hexagons with large ones to get nice grid/grill effect. Also finally started on the top/end of the walkway. This area will ultimately have a chair at the end of…
I mean that at the end it's the same thing, obviously the ways to reach it are different. At the end of the day you're still shift+extruding edges, checking how everything smooths and so on. But the way you activate each command is different, yes. Things like the stack are just something you get used to, having it or not…
The steps in the platform of the reference are a lot less curved, and never taper back out, the platform is a lot smaller then the ref too. The fanblades are a bit off too. They are too round at the ends, and they look wobbly/rubbery as a whole. I think most of the.. lets call them tubes, seem to be a bit thin/flimsy. I'd…
Huge improvements, nice work! The one thing that sticks out and really breaks reality for me is where the tower meets the building. The building needs an end cap to help the transition. Just a simple end cap, nothing fancy. It just looks off because the textures don't match up and the arch just ends oddly. It's time to…
I was going to write something on the topic as another article for my site but thought I'd get a conversation on the topic going here first. Chris (Holden) had some good insight on the subject and I really want to think what others think. There's this certain sense of disbelief thats always shrouded over a videogame. You -…
We decided to tease everyone with a small teaser that will provide a little bit of understanding of the sounds that populate the world. https://youtu.be/aRX0wLRUgKk We'd like to introduce ourselves and tell you what we've been working on and what to expect from us further. So, we are a small team called TinyBox. Our…
Hey, I'm back again and I as the title suggests I think the hardest thing with me currently trying to self teach my self is staying on target and needing a structured approach pretty much bullet points written down on what to learn without getting distracted by everything else and constantly switching between various…
Hey guys, Been a while since I posted but would like to share work I did earlier this year. Over the last years I have been focused on advancing real time graphics by improving the quality of content. During this time I looked at the possibility of realism and breaking current workflow to try and increase the visual…
I've been working on this fellow for the past couple of days. He's Isaac Slayman, a licensed Dead Hunter (One who kills undead), and the self-proclaimed 'Badass Zombie Slayer'. After becoming infected with the stuff that made said zombies, he ends up being mostly immune, so he only ends up being about 10% zombie. He wields…
Hello fellow devs, I am seeking intermediate to advanced character animators who are proficient in 3DS MAX (no exceptions). Being able to assemble your own rigs is a plus. Facial rig+ blendshapes (or your own GUI controls for facial animation) The project in question will be an up-close animation of a 3D person replica…