A professional 3D artist in Atlantic Canada.
An alternative: Zbrushcentral.com
Another Canadian 3D Artist named Michael Taylor.... we should start a club with Michaeltaylor3d.com : P
If you start collapsing some of the existing edges into a series of progressively larger triangles, you can end a lot of the loops early without having to carry the edges all the way around the model. The end result would be only adding a handful of extra triangles to the count, which wont make a difference with the performance.
Aside from SSAO or vertex lighting, it has an advantage of better quality normal and lightmaps through padding (also crank the padding value up high, and make sure the normal map is using the correct normal map compression settings in UDK)
I think if you're going to use a few 2048 textures, then you can easily afford to add more polygons. The helmet and hands would immediately benefit from them.
I forgot to add, its now called Autodesk 123d
Hey man. I was actually hoping to do some more tests this weekend now that I have a better and faster camera. I just need to wait to get my internet back up and running (I just moved for a job).
I suspect between it and zbrush 4r4, it's going to work out pretty decently. It's going to require photos though; I think only a robot would be able to crank out the quality and quantity of images it needs ( 30-60, just going around a head for example. And that doesn't even count getting the top and bottom pics of the same angles). I hope to have a new post up by the end of the week
...anyone who is trained in standard gun safety :P
Softimage / Modtool would have a built-in feature to reduce the polygon count while trying to preserve the shape and as many existing loops as it can. I imagine other programs might have similar functionality.
What tutorial are you following? The Highpoly shouldn't require UVs
Sure. Just select the color of blue you want in the color palette, and under Preferences: Icolor, left click on the white buttons to turn them into that blue.
This should work for R2 as well, though I do have newer UI's that I've moved on to. I'll probably upload them as well.
I'm loving that green material on them combined with that smooth style.
Well... nothing a quick visit to your local optometrist / dentist can't fix :P
They're not being flamed by trolls so much as by people who were upset because they gave them money expecting them to continue on with the project, only to be responded too poorly by a man who turned into a drunk clown.
Personally I didn't buy this yet (and at this rate probably wont : /), so I have no grudge towards the project halting. But I can certainly see why people would be upset. When you sell something, you have to be able to deal with your customers or clients when a problem occurs. If you mess up, they're naturally going to be angry. In this case it's hard to comprehend how a group could put their livelihood on just 1-2 laptops when some people keep more copies of their porn. Responding like that is not what sane people do in that situation. The smart ones man up, act humble and repeatedly apologize instead of melting down so publicly. I hope the game can continue because I love zombies, but it would be the best to get a new public face first.
I don't know, one of the developers is acting like a complete *** on Twitter and giving the impression that it is game over for them. The way it is being handled is starting to rival the train wreck that is apparently their project backup non-skills. : /
Nothings going on at the moment. I was thinking of doing something Halloweenish.
For the lazy, a handy action for combining can be downloaded here: Rodgreen.com
My views are torn depending if we're talking about a series/story being used (like someone making a mod based on a comic/movie), or if you mean they are using someone's assets from another game/mod in their own project without the artist's permission.
In it's defense, V6 was the one that had most of the features gutted out of XSI while 7.5 was generous enough to restore many of them for free (like Mental Ray), while also increasing the previous limits imposed such as the texture baking resolution. I'd consider it greatly superior, with the only flaw being that Valve's biped-from-guide is a bit borked. I don't think that affects other rigs, smd exports (like props), or using it to work with other engines such as UDK, CryEngine 3, and Unity. Well worth the upgrade.
This particular image was a screenshot of the ztool, which has millions of polygons and vertex color instead of UVs. It can all be baked down though to something game-suitable, like this: Cryrid.com
People selling ingame items in Diablo? Unheard of! /s
There's probably no real need for an over haul. As time goes on we'll be able to use more polygons +displacement maps, and shaders are the bigger focus now anyway. I don't think it would be too long before we can get the geometry we need to make things rounder. It may not have 'every grain of dirt', but what good is all that extra geometry if the lighting, shading, and animation are inferior.
The gun is nice, but I'm really not liking the surface to be honest. Technically it looks like you just took an photo image of some pattern and ran it through a normalmap converter even though it wasn't made for it. Artistically it doesn't look like anything that would belong on a gun (it's too uniform in its direction, and I can't even tell if its supposed to be scratches, mud, rust, etc). I think the gun would look much nicer without that effect.
Some documentation + an update:
I think there is a 'Wrapit' plugin for Max 2009, but I'm not sure if it's free or if there are any built-in alternatives. I'm not overly familiar with Max's set of tools.
Find a good 3/4 view from the anime/manga, and just eyeball it. It doesn't have to perfectly match both views (and it usually never will), it really just has to feel right.
Depending on your devotion, you might consider acquiring a Luffy statue/figure (or finding several screenshots of one) to be able to get a good idea how another artist approached it. If you're going to have the hair pure black, it might be easy enough to just model the bangs as you see them.
Since you're just at the starting/learning stage, it isn't going to matter what you start with. The core concepts and workflows exist regardless of the program. Generally once you understand what makes a good model/animation/etc, it will be easier to switch programs as you're just relearning the shortcuts and interface.
To be honest, I tend to see more people recommend Blender solely because it is free, not easy. If you're a student, Autodesk has free educational versions of their products available.
Lol, I recognized who it was just from the thumbnail. Good job on the resemblance.
You basically draw a new, lower poly mesh over top of the highpoly sculpt. By using shrinkwrap deformers, snap-to-surface, and other tools, it becomes a really fast process.
Youtu.be for example
Sometimes a basemesh that is best for sculpting (or the lowest subdivision level of a sculpt) isn't the best choice for a game, as the mesh was built with subdivision sculpting in mind instead of animation deformation.
No reference is ALWAYS a disadvantage :P
You can find some Dragonball model sheets at Flickr.com
Though by reference, I meant pictures of anything relating to what you are modeling. Normal humans, muscle groups, things like that to help you keep the anatomy and proportions in mind.
A-Pose is when the arms are down at a 45' angle, making an ^ or A shape. Interstellarmarines.com has some nice info on the poses
Having a rough base to start out with like this can save quite a lot of time instead of having to spend it masking and pulling a sphere/cube into shape. Thanks for the input.
Ahh. You'll definitely fall in love with some of the other brushes then once you start to play with them. Keep it up
If it is to be a metallic object, I'd say break out the planar/trim brushes for that part.
It already has a normal map
Is this the same model posted 3 weeks ago?
I second this! ^^
Metal Gear Solid 4
Ooh, it's me!
I'm looking forward to getting my zb4 download issued (probably later in the week). Shadowbox + MatchMaker, Hair and Fur...
They were wondering how they'd keep them polished, or if they'd even have to (might be harder to notice with the camo in the way).
I wasn't aware the knife was changed. I've seen them worn in the center and off to the side, and was told it was a matter of preference. I used a Bombardier's kit for reference a few years prior, and he had his knife rotated to have the handle pointing up (must have had problems with it falling out).
I've always seen the pants tucked in, even during training and desk jobs.
It can be.
I always preferred the French pronunciation. Soft Im-mäzh'
Good tutorials though.
The hands found in
C:\Program Files\Steam\steamapps \username\sourcesdk_content\ hl2\modelsrc\ weapons \v_hand\scenes\ Hands_reference.scn ?
(ignore the spaces; I had to add them as moddb has a 50-character word limit. If you're having problems finding that file, you could try running a search on your computer for 'Hands_reference', and drag&drop that .scn into XSI)
They already have one, just flat cylinders otherwise : /
This modification probably wont be for public release, and may be hard for people to 'play' it if it were (would require 3 screens, among other things).