[ame] http://www.youtube.com/watch?v=-rCZNFARSfQ[/ame] @12:45 Obviously I can't say how this is better or worse since I'm still far off from really mastering regular poly modelling. It does look interesting though There are a lot of other real neat videos if you dig through youtube.
@Luggage : If you can design some kind of pointy shape, you will be able to merge it with your primary form. Like a square rotated 45° and squashed a bit I'm late with this one, but I couldn't figure out the way to make an arch style cobblestone... did I miss something? meanwhile i still did this :
That flythrough is very fast and is moving on multiple axis. This is really not good for showing off an environment that you actually want your audience to see. Keep the cinematography basic. Dolly on one axis at a time, go slow and steady, use dof to your advantage, and change your camera fov to a more lens-like value…
AHH, I misunderstood what you meant. But I(think), I understand now. In my method, I believe I have that exact test-case? 45° angle bevel, with the adjacent areas on the same smoothing group and uv. This method just uses the non-averaged version which would have perfect detail projection.
Thanks everyone for your feedback, it can be tough to cut your own work out after you've spend hours on it. Anyway, here is V2. Cut out the second shot, removed the run, replaced the walk with a better one, cut down the mocap and in-engine stuff. Got to a nice 1:45. https://vimeo.com/238270395
it is super weird, it's not on the list. not on this one and not on the "all games from e3" list. but it is in some of their 45 awesome games of e3 video and twice nominated for best game. It's as if they don't talk to each other about their nominations :O however my vote goes to no mans sky, i wanna see more, especially…
It might also help to set you degree settings if you have curved objects in your scene. I believe it defaults at 45* but if you set it lower, the smoothing group will seem to "wrap around" some objects at that angle or less. It essentially controls what kind of edge will stop the smooth from progressing to the next face.…
What am I looking at here? What is it? Regardless... I usually split any uv angles over, say, 45 degrees. Adds a bit to the vertex count but makes smoothing much better. In other words, split all those flat faces into segments, move them away and make sure to use averages normals.
I was going for sort of a 45-55 year old man, i didn't guess so much on the wrinkles but I did go on google and look at some old people. I've already attempted to make the nostrils less wide, but im getting some messed up results due to that edge. Heres an update also
Rather Experienced You are 51% pure My test tracked 1 variable How you compared to other people your age and gender: You scored higher than 45% on purity I really thought the beastiality and necrophilia questions would have pushed my score down quite a bit more than it did.