http://www.thegnomonworkshop.com/store/product/153/ this one uses max and zbrush. not a ``first time character modeling`` tutorial if you know what I mean though. Great none the less Happy hunting :)
I also thought the lax security was a little odd, but then I figured that the group was well within the sights of any security hidden from sight. I still have to read 119 through 123.
I think you could rotate the handle UV island 180 so it tapers the other way, and then could probably enlarge everything to the point the blades span the whole UV square. Or near dammit
Hey Ben I tried your smoothing tutorial and this is what I got after baking my normals in Xnormal. Smoothing angle was 180 and everything is unwelded including my uv's. Any suggestions?
I just use my laptop, its nothing too powerful, it does its job though. I took this pic with my new cell phone, the "Chocolate" 1.3 megapixels.. quite swanky
I video taped during the initial start of the engine. It made for some cool footage... especially since my distributor was off 180, so the carb backfired into an atomic sized mushroom of fire :D
hurray for the self referentiality of the universe http://en.wikipedia.org/wiki/Systems_theory I don't stand in line with this man, but he has an entertaining way of explaining http://www.ted.com/index.php/talks/view/id/113
Hey! I had the same problem. In 3ds max I imported in one of those heads Valve is sharing now. Then I rotated the head and helmet 180 degrees and exported. Then just the new compiler procedure. :) Hope it helps!
Finally these 2 following resources are a must-have in my opinion for a 3d environment artist: http://www.thegnomonworkshop.com/store/product/185/Practical-Light-and-Color#.VVju0kaOu9E http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/
Not photoshop but I have been using Krita alongside David Revoy's brushpack. http://www.davidrevoy.com/article/180/ressource-krita-brushes.html Very solid concept art application, free as well. It has a great brush engine.