The one thing that struck me most is that her inner ear is a very weird shape. It's very large and doesn't seem to contain all the cartilege folds it should. It's also a bit thick at the top. She's obviously stylised - but the ear looked odd to me. Just my two cents.
This is being done in Max. Here's what they said about it: "The diffuse texture for a raceday object should be contained on a single 1024x1024 sheet. Create an Ambient Occlusion map sized 512x512 for the LOD00 model and apply it to all three LODs of the model using a shell material" Is a shell material a shader?
Whilst I really do like the model and concept - the model seems to lack that certain something that the concept contains. I really can't put my finger on it - but theres just something about it. Could possibly be the head is not as circular? Not sure, either way - its still great work.
I've been using XnView for awhile, good DDS support + alpha hotkey, but lately I noticed it has trouble with directories containing a large number of DXTs. Takes forever to quit. Nice link. Slim tools like this tend to be faster but looks like no hotkey for alpha view
Well it seems EGM is refusing to review the game because Konami told them not to bring up the fact that the game contains cutscenes that are an hour and a half long. Possibly old news, I dunno. http://kotaku.com/5012146/egm-refuse-to-review-mgs4-because-konami-imposed-limitations
Ok. I didn’t postponed my project. Still working on it. Recently made some lovely “sprite” animation. Mainly contain graphic’s painted by me and over painted sprites generated by AI. But all of this was settled in blender video editor and animated. And here is result. Below few graphic sheets I used for for this:…
This was my first idea and what I'm best at so I might just do this and see how it goes. @Fuiosg Goofy animals? That could be interesting, especially if hand painted. @lotet yeah that was my plan. perhaps contain two versions in one pack? mid poly and low poly?
Didn't Cameron just come back from, oh I don't know, going to the deepest (that anyone else has been) part of the known ocean? What an amateur! Totally the wrong kind of spirit you'd need at the head of an ambitious project like this. /Warning: This post may contain sarcasm.
actually, poly count and triangle count isn't accurate at all... If you are talking about game assets, what you looking for is the vertex count AFTER exported. A simple cube with 6 faces can contain 8 vertices or up to 24 vertices. it all depends of the UV's and smooth edges.
So is the map itself always called "Diffuse_Color__Map__188__TSO_Uniform_Pants_jpg" ? Do a test by instead of trying to set it immediately, in that script first list the contents of meditMaterials[2][#Maps], see what it contains. Because while you're getting the material from the scene, does that actually guarantee that…