awesome work, makes me want to download max, but I figure It'll take longer to learn max than just to wait for an obj exporter.
Can you replace units with your model?
These are the full versions of the software, as far as I know.
Thanks, but just a heads up, its illegal to make a profit off a student version of software, so you can't legally sell your maps if you are using these.
I got an older version of XSI, but I might check out the newest version, even though I dislike autodesk as a company.
I think it more has to do with engine limitations than "bugs", for example there's a lot of clipping when you build on angled terrain. Remember, this is a game engine, not a video game, limiting controls and freedom isn't a concern for editor. You can just lower/raise the terrain if there's issues appearing (Water only goes for like -24 to 24 height wise, so I don't think extreme use height was intended for the campaign and game, but felt the should leave the option for map editors). If you haven't noticed, all maps so far are completely flat and have no variation in high besides for cliffs, this may change in the campaign, but I also expect it will have no build zones in there's areas to prevent clipping.
The "professional" game art forums that I cruise tend to be pretty blunt and straight forward (professional in the terms that a lot of the members work for major studios (not professional in the terms of formal and mature conversation)), guess I've gotten in the habit of short harsh posts, sorry 'bout that.
I was mostly bothered by the use of the word majority. Limiting yourself to one way of doing/thinking about nothing is never a good idea. Looking at photos and real life reference = good idea. Always using photos for texture = bad idea. Abusing crazybump = bad idea. The face would have to be perfectly lit, and should really only be used when you're trying to model someone in particular.
Aye Crazy, yeah, I guess I'm still used to giving out harsh critiques... :P
Quote from TheYokai: Go
In fact, the majority of face texturing in modern video games use face capturing to get their textures,
I wouldn't say the majority. Here's some nice done heads http://features.cgsociety.org/newgallerycrits/g90/144290/144290_1258830272_large.jpg
I probably should of just listed everything that was wrong with it. I do 3D modeling/texturing/rendering/everything
Human skin is made up of more than just "peach" there's reds, blues, and yellows in it too.
the eyes are way to small
eyebrows are just weird
Don't work on the details until everything else looks right
the lips color is off
I dunno whats going on with the mouth (AO?) but its way too dark.
There's a lot of form and shape details I hinted on in the painting that need to be fixed/tweaked.
the face needs to be relaxed and emotionless for proper rigging and animation.
You don't want to paint too much lighting into the texture, unless its really low poly and lighting limited.
Yeah I made the lighting stronger by mistake when messing with the hues/saturation/lightness/contrast with photoshop
if you really wanted the fastest map you'd just give them 100k starting minerals, I think the idea is to not change anything but the resource placement to speed up the collection process.