Ive gone through numerous iterations since my last post, here are the results! I've refined most of the forms and proportions on the arms to a level I'm happy with, currently I am working on finishing details that still stick out and bother me as well as finding ways to make bits under the armor plates look more…
Hey guys, I'm surprised this thread is still going (over a year now). I wanted to address some stuff that's being brought up. For those of you who don't know me, I'm Leo. I'm the Founder of ArtStation. 1. Please report stuff directly to us when it's broken or when you have feedback including negative feedback Unfortunately…
I have replaced my dslr with a camera phone believe it or not... works better for textures and general photos. Grab a Lumia 1020 while they are still around (they are no longer in production, so you can get them fairly cheap via ebay, amazon..ect). I bought two for around $250 each. Should probably explain why its…
Your normals are looking bad. Your hard edges are way too sharp. Did you notice in Joe Wilson's tutorial that he specifically notes that for mipmaps (aka Level of Details), the round edges are best because they look better at lower LODs? You can fix this. You need to soften the hard edges of your high poly pistol. Please…
Well if you want to do that type of stuff you should try applying to Advertising Agencies, try looking for some smaller local studios as well as the big ones. You'll need some sort of demo reel if you're considering doing what you said you want to do. Usually that type of stuff will require knowledge of the Adobe Creative…
Since you hooked your map up to specular power, it's a specular power map in this case, rather than a gloss map. In UDK, specular power determines the size of the specular highlight, while specular (aka specular color) determines the color and intensity of the specular highlight. You can get a good feel for the numbers…
I lived in an old office in an empty warehouse for a year so I could have the time to get better at 3d. The guys i worked for were converting them into warehouse spaces for artists and creative types, so i worked there for two days a week building and doing timber work stuff, for which i got a free room in the old offices,…
Just to add to that, here's some more notes I made in a separate text file that aren't sorted, and probably isn't as helpful, but maybe you'll still find them useful: elements = shells For move/rotate/scale hold W/E/R and lmb to bring up the manipulators marking menu if part of a mesh is deleted via edges the resulting geo…
Hi, my name is Francis Racicot aka Pac0master. I am the Lead developer of the Free mod: Portal 2 Abyss. Project's page: http://www.moddb.com/mods/portal-2-abyss Our team is called Team Abyss, we are looking for talented individual with spare time who wish to contribute to the modding community. It's a great opportunity for…
My third XBLA project I've had the pleasure to work on just came out today and I hope some of you people who play the arcade games check it out. Prior to it I was able to work on Marble Blast Ultra (wewt) and Screwjumper!(eek :( ). We had a wicked crazy development cycle for this project, with everything you could possibly…