While i'm Figuring out the VRay Fur settings for my Deer model, I decided to give one my characters an update with a different look and add an accessory. - Before - After Still working on the Rig/Skin, Looking to achieve an appealing "cute" character, any input or advice/crit to get there i would love. Still searching for…
Hi to all polycounters, my last work is an assault rifle loosely based on a Deus Ex 3 weapon (FR-27 I guess), I've just finished the hi-poly version, and before start working on the low-poly I wanted to ask you for some advices\opinions about my work, thanks in advice. These are the screen of the weapon:
Hi, Im working on a enviroment in UDK together with my classmate Daniel Guttierez Anaya. Our inspiration comes from Killzone 3,and Deus ex: Human revolution We want to create a sci-fi experiment lab where things have gone horribly wrong. here i'm starting this with my current assets, 2 wallpanels
Dear all, I am currently developing a videogame for the iOS platform in UDK. It is a point-and-click videogame inspired in Broken Sword, Maniac Mansion, Indiana Jones but in real 3D. I currently have the main character modelled but I need an animator to rig and make the animations of idle and walk. Please mail me at…
were kick starting our dev process and looking for ny interested animators and modelers to help us out, right now we have a space marine model thats in dire need of animation, we have the rig all set to go, check it out and mail Jobs@w-i-m-p.net if your interested.
I wondered there is no so much tutorials focusing on texturing skills. Dear polycounters help me, i'm interesting on every next-gen tutorials, kinda to improve my skill for lvl used in Destiny or Alien:Isolation. PBR stuff, there is so sick of information across web. All great minituts or payeble tutorials for PBR…
Ray, would you mind writing a little about your background? Why you write an engine, your thought on the future of game dev, what you aim to achieve? Because it's really spectacular what you achieve here, so I just suppose you must have some kind of vision for the future
in my case I did the blockout in maya and then manually replaced final art assets in typical way, though it is possible to do the same import process with final art assets as was done with blockout. For me the decision comes down speed versus WYSIWG. For blockout since I want to throw down a ton of shit fast and then…
I just wanted to say congrats on making a working business out of this, Your dev threads for ADN tools prompted me to make a bunch of tools for max that directly contributed to shipping a title and led to me investigating a whole world of cunning shit.
Looks great, but Blender's UV sync system is terrible and so frustrating to work with. There is one excellent addon called UV Highlight that fixes this to be like other 3D programs, but sadly the dev won't be porting to 2.8. This would be such a great addition to your addon.