Armageddon
Teapot
I'm no expert but i have used these same eyes for almost 28 years and this is what i caught... and some clipping.
I only work on the programming side, but I interact with artists on a daily basis. I like the design a lot. I'm always fan of a female model that is not disproportionate and doesn't feature cleavage =)Do you work with the modeling side too? Or just code.
Either way could you have a look at my lightning model and give me some points to improve on?
http://i.imgur.com/Xgq2x.png
This is still WIP so...yea...I'd still like to hear it from a professional stand point.
Idk what's wrong with the nose
for transparency, did you use alpha mapping? not the most realistic thing, but it should workThe shadow on the arm is because this is unrendered and in the viewport. Idk what's wrong with the nose, anything shadow related cleans up in rendered form. I'm trying to work on the clipping and hard verts. And I work in 3ds max.
Thanks Mich. I've never used hair shaders before so...Idk what to say, some of the hair looks weird because it's supposed to be transparent at points, but...it doesn't want to work for me...
did you change the settings of the alpha mapping? (the gradient and such)Eh I'm not totally sure, but when I try, her hair goes half see through so i can see her scalp.
I actually rather enjoyed reading about this when it came to marketing and making games for people...there's so much involved, things I didn't think about before...gaming personalities, generational personalities and so much more, interesting! on another note, CONGRATS!What am I getting at? Know your audience.
Since the link I posted is a blog on our site, I took the time to make sure a "shout out" was involved. I always want to thank the GarageGames community for sticking with us and supporting each release. Especially Seymour!
So, does this mean an end to your current scruffy, hobo-esque appearance? I was thinking that since it probably took you a year and a half to grow it, why not incorporate it into this year's Halloween costume then shave it afterwards?
aw man! hoping it was maya, but it will do lol!Oh. Since there are some talented artists following this thread, I have a special link for you. Earlier in this thread, I talked about Matt Ostgard. Well, he has posted his first blog on GarageGames.com (evar!). Since I am severely lacking in providing information on the art side of game development, I highly encourage any of you budding artists out there to check this out: http://www.garagegames.com/community/blogs/view/21278
ewww what about the ladies!? they agreed too!? those would be some hairy legs and pits lol!I have fully hitched myself to a new tradition at GarageGames: "No shave, till ship".
Ha! I didn't think of that. We only have one female at the company and she does not work on the engine team. Although, she can be surprising. I don't think I'll ask =)aw man! hoping it was maya, but it will do lol!
ewww what about the ladies!? they agreed too!? those would be some hairy legs and pits lol!
hahah i wouldn't ask either XD but DANG i feel sorta bad for her =( all that testosteroneHa! I didn't think of that. We only have one female at the company and she does not work on the engine team. Although, she can be surprising. I don't think I'll ask =)
I've used your plugins before, or tried to, you really need to work on that stuff. It crashes way too much along with not working with certain versions of 3ds? I still prefer unreal engine. No offense.Oh. Since there are some talented artists following this thread, I have a special link for you. Earlier in this thread, I talked about Matt Ostgard. Well, he has posted his first blog on GarageGames.com (evar!). Since I am severely lacking in providing information on the art side of game development, I highly encourage any of you budding artists out there to check this out: http://www.garagegames.com/community/blogs/view/21278
No offense taken. When I tried using the plug-ins back in 2004, I had a lot of problems. Kept crashing Maya, which drove me insane since I knew very little about it. The latest versions of the DTS exporter are really stable. However, we saw people struggling with the system. When want to pull in more artists and make your existing ones happier, it's important to introduce other formats. That's why COLLADA support was introduced to Torque 3D. COLLADA exporters are built-in and supported by the companies that make the programs (Maya, 3DS Max, etc).I've used your plugins before, or tried to, you really need to work on that stuff. It crashes way too much along with not working with certain versions of 3ds? I still prefer unreal engine. No offense.