Haha, this was how polycount was pitched to me in 2008 - but I found it to be more like 'Brutal critique wrapped in friendly encouragement'. I don't think the raw critiques have declined, but I have noticed much more 'soft' critiques as the community has grown. And there's been several phases of growth where the brutal…
It wasn't too complicated. Fine detail and noise was generally avoided in favor of larger, more readable slashes and pock marks. Proportions were generally large and chunky with emphasis on silhouette. The textures were mostly just AO maps with curvature maps or desaturated normals to add some lighting to the diffuse and…
It is important model, player will get a good look at it from various angles. I don't know exactly what is "synhed-normals rendering workflow". I googled it and I found out that this refers to special presets in baking soft (?). I am using Substance Painter. I found some information that Substance is using same algorithms…
rad work man, I love the detail work done on the head...all of it! I do have a few nit picks :P The musculature tube shit(pecks, delts, thigh feels a little too stiff as where it should feel more soft almost like a inflated balloon. The 4 big ammo packs are different in the concept outer most left and right ones are taller…
hey hey guys, I am a bit late to the game .. but I just had to say something about this piece ..like WOW.., I have to say that again ..like WOW.., sorry had to get that out of my system..:) luvly luvly atmo.. a soft painterly look that's hard to take your eyes off of.. you can really get this kind of look in udk? I have…
I use Chavant NSP as well. Best shit on earth in my opinion. It is expensive though, but this stuff being expensive just comes with the territory of sculpting with clay to begin with. It's oil-based so it never quite hardens. You can keep working on it forever. No need to bake or anything. I would recommend you get the…
The same data can be stored in quite a variety of ways in fbx - smoothing groups and hard/soft edges are represented differently for example. You can also leave pretty much anything out as it's intended as a full scene description rather than a specific . Im surprised it makes that much of a difference tbh but it's…
Hey, thanks for the info guys. I guess my workflow is okay then, and I just need to get better by painting as much as possible. renderhjs: I'll have to give your method a try. I know I do what your saying when doing skin/faces, but it would be interesting to try it on other stuff. fly_soup: Sounds like a pretty solid…
Behold, the intelligence of the general public: Especially this last guy's pretty fucking sure. You'd think he worked on it or something! edit: also, I don't think it has to be a render, it could be in-engine. Whether it's gameplay or not is something else entirely. I don't believe you could play this, with the 'cinematic'…