Whoa what a word TNO, people post in your thread telling you about their POV regarding your works and you give the F-word back to them.. "I´m pissed about the ignorance and/or the stupidity people like you like to show of. o0" It's funny to read you said that, remembering the 5/6-page of your ignorance to people's thought…
Well the site has been updated again with some new stuff, trying to cover issues that were covered here. Here's the jist My CVs been updated, I went to an advisor to help sort it out. Still no modding experience on there, but thats because the small amount I've done wasn't worth mentioning. Have created a modular street…
hi guys..it's been a while i didn't update my work..been busy learning max this is the update.. I finally got the concept..It's taken from the online korean game called ZERA..It's so cool... I know I'm just recreating the model which already exists...this is my first lopoly modeling and I hope that I can learn from this by…
High quality rendering is made for the higher end quadro or fireGL cards. It CAN work with I think the Nvidia geforce6600 or higher, but its an unsupported mode, and it straight doesn't work right on consumer grade ATI cards.. at least last gen's. Secondly, yes maya tries to triangulate the quads to keep a smooth polygon…
Got any updates yet? From what I can see this is what I noticed as being off from the concept art and models of Nightmare. - The Helmet is more rounded in the concept. Yours has a very jagged front. Move some verts up and make that not such a sharp point. - The spike on his forehead is a spike and it's very long. Your's…
I think you sorta missed what I was getting at. Shortly after it dawned on me the particle object itself is a prefab, and it itself can be opened and edited while selected, So with that work flow you can edit the effect and see the changes in real time. But its sloppy in the sense there's no way to generate a a particle…
Hello everyone! I wanted to share this with the Community. It's a collection of blueprints I created that are designed to make level design, blockout, and updating as quick as possible. There are 9 different blueprints that can be used for a broad variety of things, anywhere from deforming mesh, to duplicating assets…
As you can see in the images, having a realtime reflection probe over my large body of water seriously tanks performance. So the obvious thing to do is bake the probe. I've done this, first setting the water mesh to static, but the resulting texture of the reflections I get seems to be locked to world space. It does not…
Greetings everybody, I have a question regarding to normal map re-rendering for a merged group of objects: The task is: There is a group of objects, each with itsown normal map, what is needed is to merge them into one, update UVWS and tranfer information from exsisting maps to a new one. To perform that I attached all…
|||UPDATE:|||--- new face? ---|||UPDATE||| Alright, so I'm looking to do some higher quality models for World of Warcraft. I thought that I would begin with the orc. While humans are my least favorite model in WoW, I care far more about orcs and hate their model as well. So I modeled something in blender with Fel Orcs as a…