My experience from building machines for several years: Good case is really important, if you skimp on this then your parts could get hot. Read the reviews etc. I nearly cooked an SLI set-up with bad ventilation. I've tried onboard sound on Asus boards and got an earth hum when the drives spin up. Might be better with…
hmmm i sorta agree that its abit squary... however the thompson does have a few hard edges on it. see below: What i reckon is the materials your using arnt doing the piece justice. Have a play around to get a metallic feel. Also, yes, some wires, so we can see how dence the mesh is around the corners…
with vegetation the hardest part is getting the alpha. there is a tutorial worth paying for out there that shows how to "easily" use channels to select and mask out what you want. It's a little involved, but it gives fairly good results. You would just have to adapt it to your needs. The course name is Photoshop CS2…
Mop - Thanks! Wasn't actually sure about the render but I'm glad it's reading well. G3L - When I have some more done I'll post some wires :) nrek - Thanks! I've thought about doing some exploded views, I think it would be cool and would show off all the work I have/am going to be putting into this. We'll see how it turns…
Rooster: Hah, thankx man. I'm actually working on a texture, but nothing to look at yet. RageUnleashed: Hah, nice joke :P. Well the only reason i put them there and let them be detailed like that, is the fact that Half Life 2 likes detail, and i had the room to do so since i dont have a face model. The other four versions…
Ive got all the way to the space stage this past weekend, Id say its probably possible to get all the way to space stage pretty fast, maybe even less than 5 hours if you try, but that might ruin some of the charm. I took about 8-10 hours playing so far. So far Ive really enjoyed the experience of spore. In my mind its a…
your last post was hard to make sense of. a base mesh looks something like this: what you need to understand, is this model is created to work in a sculpting program. it's made up entirely of quads. tris are avoided, because they fuck up the geometry when you sub-divide the mesh. here's a decent lowpoly model: what i'm…
Toomas: Not sure I'm really following you. The breasts kinda are "hanging sacks" of fat which are connected/glued to the torso. I think then the issue here then is that the shirt material shouldn't be stretching, and the example animation as a whole goes too far in both directions? I'll keep that in mind. Thermidor: Well,…
SS: Hey man, I was really aiming that 'wanky art debate' comment in a glib way toward others in the thread trying to rationalise the lack of need for detail as an 'art choice'. I didnt pick up on any kind of attitude like that AT ALL from you ever in any thread I've read of yours, ok ? cool I posted last night after a…
@grumix8 I'm a 28 year old degenerate comedian character artist who Jesus still loves presumably, who's worked on films and video games for the last 10 years of varying scopes, from Diablo 3 to indie games like What Remains of Edith Finch. Your story is one of hundreds I have heard from other creatives in Los Angeles,…