Personally I find the killstreak reward where you are the Heli gunner a LOT better than the AC 130 gunning, considering you're closer to the action and not having to wait for the gun to reload a lot of the time. How's Spec Ops treatin you folks? I want to hop on but am waiting for a replacement headset, the regular wired…
Did a bit more work on the head also did the retopo my goal was to stay within 12-15 k tris I ended up around 13k tris. I will be sculpting a bit more on the face here and there before I move on to the displacement maps. Also I'm finally starting to like my ears they still need some work tho.
I have had better results with the Nvidia 6800 than some professional cards *ahem* "wildcats". The eVGA card has a lifetime warranty and I think they are going for around 130 USDs these days. I've heard good things about ATI's x line. I didn't realize they had an AGP version of the X1600. maybe check out…
Not completely erased, just tweaked by various people. Unwrap Tools 1.6 for Max 2010: http://www.polycount.com/forum/showthread.php?p=985608 For future searchers... Steve Johnson (www.chuggnut.com) wrote the original script, then Diego Garcia Huerta (www.sloft.net) upgraded it, then Amit 'SmartDevil' Singh…
I had this jar lying around in my kitchen so I decided to make it. I tried my best to make it to scale--measures 13.6 cm in diameter and roughly 27.4 cm in height. Baked almost everything down to the textures for best performance. Vertices: 4,669 & Tris: 9,232 (After triangulation). 4 objects. SpecGloss workflow. Modeling:…
So, yeah. Who got one? I bought an XL and I've been absolutely hammering it. 135-ish hours of monster hunter 3 and a bunch on other games later and it's one of my better console purchases. Picked up animal crossing this morning aswell. So yeah, anyone got one and would like to friend-code up? This is mine. 3196-3532-1190
Hi Everyone. Here is my latest finished Game Character Aquamarine. He is 17k Tri's,Built and rigged in Maya. Textures comprise of 512/1024 for Diffuse,Normal,Specular and Emissive. Rendered in Marmoset. Time taken,roughly 130 hours excluding rigging and rendering in Marmoset. Hope you like. Breakdown shots. Diffuse and…
Hi there, so here is a new crash report :) When I try to convert a normal map to a Height map ndo crash and got this message : I'm using Photoshop CC x64 (us version) Quixel 1.6. So I try to convert my Normal map into a Cavity map, it works. But when I try ton convert my Cavity into a Height.. nothing happens.. absolutely…
Okay, so I've been working on this G36 for quite sometime (mainly studying proper workflows and overall detail). However, I feel that it needs improvement but I'm not sure what looks off. Any feedback would be appreciated. This is a game ready model. Modeled in Blender, soft edges in Zbrush, Rizom UV, Substance Painter for…
Righto. Progress report. Working on the low-poly. Currently sitting at ~9k tris. Jacket is a bit funky, but it should deform okay. I tried the helmet webbing as a mesh, and it bumps the tri count to 13k. Even with a simple little layout. Leaning towards alphas, now :P Few things here and there that could be fixed. Still…