Great stuff Peter.
Really interested in how you used the surface noise to create those details on the buildings. Anymore information you can divulge would be awesome.
Keep it up.
Type: Posts; User: Goobatastic
Great stuff Peter.
Really interested in how you used the surface noise to create those details on the buildings. Anymore information you can divulge would be awesome.
Keep it up.
Absolutely stunning. Great idea and great execution. Did you decimate the meshes rather use displacement maps?
Great work however you have this nice dynamic poise horse but no facial expression on the rider. How comes?
Cheers for the reply Brad
Great plugin.
Btw does anyone know of a way to bake matcaps to a high rez model using polypaint(no uvs) and then export the model as an obj and then bake the model to low rez mesh in xnormal?
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Great work guys.
Just wondering Brad how you would translate that gate into an ingame asset as its quite a complicated piece of geometry. I assumed it would be alphad rather than a piece of...
Maybe you could edge it over to being a direwolf like the ones In The Game of Thrones?
Don t tell that first model isnt meant to be Tank Abbott.:D
I would love to see your impression of the The Wall from Game of Thrones.
Greta piece. Could do with a background to really set the scene.
Hi Kevin
YOur environment stuff is awesoem. Just wondering if you could share with us how you create tileable textures. I was wondering if it is good practice to first create a tileable diffuse...
Hi Guys
What software did you use to generate your normal, ao and cavity maps. They look soo god damn crisp.
Great work guys
How far do you take your hardsurface models in maya or max before you take them into zbrush?
Cheers