Hello! I'm trying to really push this animation and I'm stuck on where to go with it. This is just blocking with a few inbetweens on linear. I'll take any advice to heart. If you guys have any ideas on how to add speed lines and other general effects, I'd appreciate that help as well. That's something I've never done…
Hey Polycount, I'm definitely a quieter member here, so forgive me if my question is redundant to an obnoxious extent. I currently am working on some cliff structures. These structures extend from one side to another, but they aren't linear. They bend and shift. They curve around and inside areas. I'm afraid to post…
Currrently AI has a big advantage in raw processing power and memory. It's great at recognizing patterns in large amounts of data. This could be huge for automated UVs, retopo, lodding, ...! I'm actually looking forward to that. BUT technological advancement is not a linear process. Just because there was a major…
The whole thing about PBR is that the materials should behave correctly with any lighting scenario, adjusting you materials according to a specific light setup might not be the best thing to do. The more assets you create the more difficult/painful it'll be to adjust all the textures. Normally, what you see in the…
http://www.moddb.com/games/meat-grinder With two concept artists already on board, we are making steady progress. We are still on the lookout for a concept artist with the following skills. Knowledge of anatomy A flair for design Excellent drawing and painting skills Knowledge of Corel Painter and/or photoshop Zbrush…
Well, the biggest thing for the walk right now is if you want to put it in game, his feet will be sliding everywhere. When programming moves a character in game, they move it by a set amount every second. so, let's say it moves at a constant 1m per second. Because your feet pause at the end of each stride, it will appear…
anyone else remember those games that took longer than 5 hours to finish? yeah... those were the days. seriously, the longest game in recent memory for me, was MGS4, and most of that was cutscenes. games nowadays are geared towards railtrack gameplay, with the illusion of choice or size. hell even the latest Deus Ex game…
Hey guys, quick update here. I've added in alot of base detail to the foreground structures and some details to indicate scale. I think with the lighting I might go for a much cooler color scheme with an overcast sky. I want to capture the stillness and dry/harshness of the environment. I'm focusing on the modelling right…
It's because you are filtering the normal color itself (since you placing the filter on to the main layer instead of a mask). You can check your normal map display and see that most probably it's not the natural looking color (blue/purple-ish). Normal map calculate the vector of the mesh surface using the color so you…
https://vimeo.com/31405112 By non destructive, I'm just referring to 3ds max's modifier stack which is like the bread and butter of 3ds max's modeling advantages. it essentially is a stack of modifiers that can manipulate your model in a linear ascending fashion in which you can toggle each modifier on and off or rearrange…