I think it's actually called 'RE Vive'! The Valve prototype I played with was really convincing, though. The positional tracking and how much the optics make it feel like you're just looking at a real space, was incredible. Really intrigued what the actual consumer device will be like, and especially how much it might…
Sweet work man, I love it. You managed to capture Telltale's WD's vibe pretty neatly. The only thing I don't like on your last update is the logo on the backpack, I feel it's too detailed compared to the rest. It's been a while since I last played a TT game but I don't reckon I've seen something like this (?). Of course I…
Hey all, there were alot of questions and concearns in the "ritual hiring" thread about People from other countries possibly working in the states, what they need to do and so on. And also vice versa, Americans working overseas. This topic has been touched upon in many many threads in the past, but I think it would be good…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
Hey Mike, nice stuff! I have to agree with killingpeople, your lighting/presentation is really killing your work in some cases. You have nice models and textures and then you go and light them like it's the 90s with a single white light and no ambient lighting, so they all shade to black and end up looking like plastic.…
Oh dear. This is my first post for Polycount... Anyhow I'm working on some assets for a piece/short. This is the first step: A jet bike: The mesh (hull) is about 9000 triangles at the moment. Going to crank it up ERM DOWN *edit*. there are currently 3 maps of 1024... though I think I'm going to up the resolution…
Hey rallison, The biggest thing that stands out to me is not the pose, but the proportions and shape themes. In your version the arms and legs look like cylinders that taper, as opposed to sharing the anatomy of the piece it covers--the hips should be a bit wider, the calves should have more shape, the forearms look like…
It's been a while since I posted updates here, but this is a big one, excited to share! Since last post BroDynamics had a few major improvements - new simulation modes, new custom physics engine and UI updates. It now has the ability to simulate springy motion on any attribute, supports collisions with deformable meshes,…
Just my initial thoughts- Try different relaxing methods if your software supports it. Try having the middle seam be a straight line on the UVs and see if you like that look, Like do a sphere projection for the top and a cylinder for a bottom and try to line up the seams and merge them.