We've got a couple tarps nailed down to our roof to cover holes since we're replacing the whole thing soon; one of the tarps ripped off and flipped over onto the other side of the roof.... it exposed the holes in the roof to the rain and my parent's bed got drenched.
Okay took your advice, ive widened the hips, pushed in the abs a little and shortened the diameter of the arms aswell as making the shoulders a little smaller. only thing that really strikes out as not right is the head and neck. The hip still looks abit off aswell, will have to change that soon.
site layout is fine. As always, Contact and Resume should be one page. The big issue is content. It's just not there. The two finished pieces are simple, beginner pieces, and the other two are wips. Another year or so of pumping out content, and you count be somewhere. It's just too soon now.
Indeed on the seams issue, as long as you work on a flat 2D texture for environment for example, everything will be seamless automatically, however as soon as you are working on a texture atlas or a prop with custom UVs, we are not doing better than Photoshop when handling seams... for now. We are working on the issue.
Except gay people. Seriously though, been working on my 2d skills for awhile now since they were horrible and there is this perception that is in complete contrast with my 3d brain, if I do 2d long enough I almost see it, but as soon as I touch a computer again it's gone :(
Thanks for the comments guys. @ el zorr- Good call. I am definitely going to optimize it and add some more details to it. @ Keen- soon, when we get a playable demo it will be available to polycounters @ Splash- good call. I'm going to experiment with some painted textures this weekend.
Wow, all that stuff is sub-d'ed? If that's even a word...either way, that's great stuff there. I'm hoping to get to that level soon enough, seeing as how a lot of those must've created problems at times for your sub-d model and such throughout the process. Real cool stuff and inspirational.
The NVIDIA plugins currently do not work with 64 bit versions of Photoshop, but I read that they are going to recompile them and post them soon. http://www.polycount.com/forum/showthread.php?p=1242957#post1242957 "Please keep an eye out for it on developer.nvidia.com in the coming weeks. " This was six or so weeks ago.
Thank you Dnna1 ! well heres the final result I'm turning in... prolly post the turn table tomorrow or iono soon... but feel free as always to leave me feedback.. I need to go back to this project for my portfolio so I can get a job haha
Really clean and simply straight forward site, love that art just pops up as soon as I clicked the link. I do agree with the others about the placement of the props in the environment. Amazing texture work, I love the vehicles especially the zombie SUV. Good luck to you.