well here are the 1st screens...... http://kotaku.com/5486974/first-lara-croft-and-the-guardian-of-light-screens-details/gallery/ looking like a 2.5d shooter of sorts. really looks like a downloadable title, guess they are not aiming for the uncharted fans :P
Dear Polycount, At SIGGRAPH, we are previewing the next generation of rendering: Physically Based Rendering also know as PBR. With PBR, models materials are more accurate and work great under all ligthing conditions. PBR will be available to everyone on Sketchfab later this year. Come and meet us at booth #544, or check…
You can buy cheap graphic cards with 2gb gddr5 (ex. Radeon 7850, "ouhhhh it's very expensive!", in which world do you live?). 2gb it's the standard RIGHT now. PCIE 3.0 offers a huge bandwidth and the i5/i7s the same. PCs are not well exploited, they have 10+ times more power, and with this new "re-edition" they only will…
There are a bunch of orange/brown ones on the ZBC matcap repository. http://www.zbrushcentral.com/showthread.php?46175-Matcap-repository&p=546510&viewfull=1#post546510 http://www.zbrushcentral.com/showthread.php?46175-Matcap-repository&p=546510&viewfull=1#post546510…
The method you are considering would be really slow and difficult. I think the best method is to print both lists at the same time and then combine them. See below. ( --CREATE A DATA STRUCT struct gameObject ( name = "", positions = #(), rotations = #() ) --SAVE THE CURRENT SELECTION selObjects =…
You can use trim smooth border for those, also use slash 3 or orb brush and I'm sure you can get that really quick. Check out this tutorial I did a little while ago, this is version 2, but it shows you how to sculpt some corners and hard shapes like that. http://vimeo.com/54689750
I would really suggest looking through these two http://www.thegnomonworkshop.com/store/product/396/Character-Modeling-for-Production http://www.thegnomonworkshop.com/store/product/425/Character-Texturing-for-Production#.U3zWJ_ldV8E They're a bit old, but at the time they blew my mind about production. Though loads of…
The main thing I am wondering at this point, is, to use the technique 54Strat posted, how is the texture itself layed out in UV space? is the tiling part in the (1,1)? above the (1,1) border?
http://io9.com/5477698/science-proves-3+d-movies-hurt-your-brain The thing is that you have to really search for a place that will not be showing it in 3d. This normally means going to the crappier places.