@Fenyce: Thank you! Much appreciated! :) Modelled this as I found a sketch on my computer - ended up coincidentally looking a lot like one of the dogs from UP though. 570 tris. Started work on another paint-over - this time from Paprika. Finished texture for Sam! From the side/back it's relatively crude but seeing as for…
My apologies for the massive, massive delay between posts, but it should hopefully be worth it as Ive worked on this project solid as crunch time approached for the end of uni. So a completed the low poly mesh was completed within 3DS Max. The mesh has 4 material IDs that correspond to head, body, hair and outline. The…
Day 2: So over the night I decided to make a program that would generate triangles, 'rotate' them and make them spread out so it look like an explosion. I created this in around 30 minutes in a language called processing, mainly because it is quite easy to create the effect I wanted with toxi's toxiclibs library. Here is…
Warby, I sent that email...first of all I think that is very unprofessional of you to post this email. I have worked with many artists and level designers in the past and they are placed, it is legit. When I wrote this email, I knew about you back in the Make Something Unreal contest because I wanted you to join my, then…
Hello so here's my issue, I followed the Flipped Normals tutorial here (https://www.youtube.com/watch?v=-ThBTEc8L_M&t=1207s) I imported my 4k displacement map from Zbrush into Maya and when I attempt to render, no details show up (see 4th image to see Zbrush details) I saw people online say mess around with the Scalar Zero…
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
Thanks dudes @ nyx702 : Thanks :D , I know exactly what you mean, I "smoothed" out some sections but I hope I left enough roughness. I say "smoothed" because I don't actually use the smooth brush much or at all any more. I use the high polish brush most of the time and I think that gives some really nice secondary detail…
thx for the word throne room ^^ i knew it was no church but it had similar architecture and I didnt had a word for it tried to fix the proportions all day tried various things like changing the number of pillars, FOV, camera position etc i hope this is close enough the cube is 2 meter high, based on the chair and the…
It's better to vote so at least you can say, "I voted for that bastard!" or "I didnt' vote for this sh!t!" I'm not sure why we stick with the Electoral College though. Someone told me it's so they won't just campaign in certain key states. With TV and internet and everything we have now, who cares where the do or do not…
[ QUOTE ] [ QUOTE ] Bare in mind that a lot of detail comes from the textures and normal and bump maps. Simplicity is often better than excessiveness. Also, the key to realism is asymmetry, no face is symmetrical. [/ QUOTE ] Apologies for my bluntness, but that's pretty much total nonsense. Firstly, you should never EVER…