After three long months everything in Series one is complete. please go upvote them on the steam workshop here http://steamcommunity.com/sharedfiles/filedetails/?id=151100266 http://steamcommunity.com/sharedfiles/filedetails/?id=151101804 http://steamcommunity.com/sharedfiles/filedetails/?id=151101240
I'll check it out :) I still have a problem with "spikes" : Here are files : High : https://drive.google.com/open?id=0B3qrqUNdYbREQ2FRYWtFQzduV0E Low : https://drive.google.com/open?id=0B3qrqUNdYbRENDZnY2dXRTRBLTg Cage : https://drive.google.com/open?id=0B3qrqUNdYbRETkhVR0h1LW5hVXM Do you know why ? Thanks :)
Hi! Im pretty new in 3D modeling stuff. Have done some items for Dota 2 Workshop and i will keep going :) Here is what ive done. Any feedback is welcome ! http://steamcommunity.com/sharedfiles/filedetails/?id=231395367 http://steamcommunity.com/sharedfiles/filedetails/?id=228453752…
Okay, found it. You're looking for this: http://boards.polycount.net/showthread.php?p=756818#post756818 The redirect wasn't finding it because I was assuming that the "Number" in the old URLs was always only a thread ID, not a post ID, which yours was. I'll make it also check post IDs, I guess.
What kind of advice are you looking for? How do you feel about a certain piece and what do you think is missing or where do you think your strengths and weaknesses are? What I'm looking at I'd say there is a good use of color but maybe too much time is spent on polishing forms and shapes compared to the conceptualization…
I often assign Mat IDs to different areas, so I can render out a map with all the polygons in their own unique color. For example, marking all metal with ID 1, all plastic ID 2 etc, makes it easier when you have that as guide.
Three items represent the show. Jade Claws (collab with Sebastian) http://steamcommunity.com/sharedfiles/filedetails/?id=376588160 Verge of Blossom (collab with Sebastian) http://steamcommunity.com/sharedfiles/filedetails/?id=374440930 Labrys of the fly cloud (collab with Moffee)…
you need to offset the uvs of anything that shares the same uv space like Eric mentioned or assign a different material id to anything that isn't mirrored then bake by material id. you would have to assign a different material id to everything that is mirrored as well. Offsetting might be faster though.