Thanks you for your feedback, it's very nice to see that I'm not totally of track regarding the style and my scene concept. :) I'm completed the scene layout today. Next are the tiling textures (floor, wall, carpet and trims) as they make up the biggest part of the scene. Current status: I did some small changes and worked…
I've moved on to sculpting the face and the visible parts of his arms. Can't say that I'm entirely happy with how it is looking but considering how that is pretty much the first face for me I can't quite tell what in particular is off about it. The neck is not done yet, I'm just throwing stuff around at this point. Here is…
modeled this sword to go with the character,based off one of Viviane Kosty's designs here. https://www.artstation.com/artwork/6OVeV at first I was concerned with making everything ultra smooth, but I'm starting to dig the wobbly look for the ears. I'm going to retopologize it tonight tonight see what it looks like smooth.…
i had another idea, some guys liked the judges voting idea, but the technical part and the game part is really important, we cannot forget that. its a DOTA ITEM CONTEST and not a MODELING contest or a COMPLEXY contest =] So it should not be just guys from the workshop since i dont care to win and i think its unfair for me…
Hey Thanks for the comments guys. SltrOlsson, they broken bits and the parts where the bricks are showing, I figured I would just model those sections once, and then as I continued down bridge. I would just reuse those pieces again. But your Idea sounds better so your saying using blending shaders for the brick parts right…
Fourtynights, That explains a lot of things. Really appreciate your replies! Now I have other concerns about the UV tiles. My character at this stage is divided in 3 pieces ( Head- Body armor- clothes). Each part has its own UV tile unwrapped so I decided to start texturing in Mudbox. In the meanwhile I realized that,…
Great, really cool design ;) Is this based on a concept or you make things up as you go? I did a little paintover where I highlight some parts. Red: Personally I did not like the pinching in this part, to me it looks a bit weird, maybe if it was different panels it would look more believable. Green: This part is repeated…
I have done a bunch of 3d printing for functional parts: Prototype iterations: Acetone polished plug: Same 3d printed plug coated in primer then hand sanded from 320 through 2000 grit and finally polished: A final carbon fiber part: A 3d printed modular helmholtz resonator chamber. The chamber volume was tuned by swapping…
I didn't know that was possible, I will give that a try tonight and let you know, thank you! Edit: I did a quick try and moved the overlapped part outside of the UV square, it appears that those overlapped parts are the middle of the front panel's chest (inside), and that's most likely what is causing the bake wrong…
Personally I don't think it will affect it all that much.. But I don't get why everything has to be open world nowadays. In any case I hope that these "bread crumbs" can be turned off (the red line, not the colored objects). Whenever there's this guiding line in a game you just follow it like a zombie and rush through the…