Update. Sort of a step back... but whatever. I would say just look at the body of the door and the kickplate. I didn't make a spec map yet. Render: Normal Map:
Solid base, but with a character like this I would exaggerate it a bit, give her a bit more hip swinging movement with each step. Heh yay for gravity-defying breasts!
So I got a video recorded to show a run through of the track and how all the traps are working. Next step is to start work on the highpoly car. http://vimeo.com/5247205
Yes my bad, I used the wrong english word there, not native Floating geo that is a good point, although I can paint the skew in marmoset. A highpoly with lines and such on it would compare much better also, I should definitely try that. I was to foccused on if it could even work at all due to the tangent space mismatch How…
pior that looks great! The more I dig into blender the more I like it. So far I've only dug into modeling, which has some great workflows and dabbled in unwrapping. Some of the unwrapping tools feel a bit old and probably need to be updated, they'll probably get to it but I'm not sure when. I think the "nondestructive…
I work in QA right now and what everyone in both threads has been saying is true. QA is very divorced from actual development in most cases and there's not a lot of chance for advancement. Probably more-so where I work, but I can imagine more studios and publishers adopting this kind of system. It goes as far as the fact…