Congratulations on the internship at blizzard it is certainly well deserved. I have said this before but I continually learn from this thread and appreciate it. When does the internship start?
Hey Jess, I remember talking to you a while back on FB and you saying how you still had a lot to learn and had only just started using ZBrush, etc. and look at you now doing an internship at BLIZZARD! :O Thats insane, congrats and well deserved
Congrats Jessica~! Even though it's bit a sad news just for me because I applied 3d environment intern position this year and now I just realized it's already filled.
I really enjoyed reading through this whole thread and seeing the evolution of your project. I personally learned tons (had that same dramatic realization about the wonders of tileable textures) and really appreciate such thorough documentation! Absolutely love the final product - this has definitely motivated me to tackle another environmental piece and use polycount as a resource . Thanks again!
Awesome thread; I absolutely LOVE it. To see the progress and stuff; it gives me hope for the future! Congrats on the TOTALLY AWESOME Blizzard internship! Oh and if u ever have time please crit my stuff! Hopefully I can follow in your footsteps!!!!
cheers for LCAD girls!:)
very amazing thread for amounts of tips and tricks taught by the polycount community and also seeing Jessica start off asking about how to use tiled textures to creating a wonderful environment piece; a huge inspiration to never give up!
This is really a fantastic piece, well done. I would of also like to have seen some different facial expressions because of the quality of the character.
This thread was shared with me and I have to say. Jessica you are amazing, and so inspiring. I'm currently trying to improve my hand painted artwork, and I hope that I can achieve at least close to the awesome you've provided in this thread.
Hi Jessica,
My questions for you are, when you layout your UVs do you intentionally not try to overlap them for baking lights in a scene? I understand what you guys are doing by placing UVs outside of 0 to 1 UV Space, its awesome but is lighting and baking anything the reason why? I am confused and still wonder if baking would work in those circumstances. Also, how are you making lets say a 64x128 map? Like when you created your tree. Do you squash it Photoshop to 64x64 when you bring it into Maya or Max? Or can you make a 0 to 2 UV space? Confused and sorry if none of this is making any kind of sense to you. Congrats on your internship at Blizzard. Best of luck in your career.
Thanks everyone!! Now my internship has transitioned into a full-time position! Couldn't have done it without you all :]
william - For building the lights in UDK, you have to have a 2nd UV channel where none of the UV's are overlapped. UDK will read the 2nd channel, not the first one. So in the first channel, it doesn't matter how your UV's are laid out.
My trees are actually not a rectangular map, I fit 2 trees on a big 1024 x 1024 (I just displayed the halves separately.)
Thanks for answering my questions Jessica and congrats on your full time position down over at Blizzard. That is exactly everything I needed to know and you understood. 2 1024x1024 length wise. I dont know why I never thought of UVing separately 1 object if needed. Thanks for answering the light question. So, I take it that Unreal accepts two UV Channels for 1 material. I think the same goes with Unity too. Thanks so much. This will help with my workflow tremendously. Thank you,
This topic is truly amazing and full of priceless information on texturing. I'm just starting to learn texturing, and this stylized stuff is exactly what I want to do so this topic will be one of the very important "tutorials" if you may call it so.
I've seen some of these textures while Googling, and today accidently stumbled across this topic. Amazing stuff!! Congrats Jessica!!!
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If anyone deserves this, it's you!
KennyTles - It starts on May 29th and goes for 3 months :]
cheers for LCAD girls!:)
I really enjoyed reading through the thread and seeing all the process. Awesome stuff!
My questions for you are, when you layout your UVs do you intentionally not try to overlap them for baking lights in a scene? I understand what you guys are doing by placing UVs outside of 0 to 1 UV Space, its awesome but is lighting and baking anything the reason why? I am confused and still wonder if baking would work in those circumstances. Also, how are you making lets say a 64x128 map? Like when you created your tree. Do you squash it Photoshop to 64x64 when you bring it into Maya or Max? Or can you make a 0 to 2 UV space? Confused and sorry if none of this is making any kind of sense to you. Congrats on your internship at Blizzard. Best of luck in your career.
william - For building the lights in UDK, you have to have a 2nd UV channel where none of the UV's are overlapped. UDK will read the 2nd channel, not the first one. So in the first channel, it doesn't matter how your UV's are laid out.
My trees are actually not a rectangular map, I fit 2 trees on a big 1024 x 1024 (I just displayed the halves separately.)
I've seen some of these textures while Googling, and today accidently stumbled across this topic. Amazing stuff!! Congrats Jessica!!!
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