These are the images of my WIP for our games Catapult. I have some other models I am working on as well. Human 001 The models were done by Eric ( or model guy ) and I just did some small touchups on them. I will be texturing them in the weeks to come. Figured I would keep this place semi updated in case anybody wanted to…
Today I did my first pose test with her. Threw together a quick rig and did a crap job with the skinning but at least it's something other than a T-pose. She's currently at ~20 000 triangles. I'm primarily working on the diffuse texture for the next week or so. (Sorry, had to clean up dead links, I'm a dumbass who doesn't…
White is convex, black is concave, mid grey is flat I'd hazard a guess that method b looks wrong because your bake settings arent right. It'll be easier to diagnose from the normal map so post that up alongside next time. WRT projection distances.. I usually start with 0.01 frontal and 0.5 rear (relative to bounding box)…
I'd suggest rendering out your objects with with mental ray (v-ray if you have it) and some nice lighting setups that create nice shadows. Also don't underestimate the importance of a nice clay shader. http://www.undoz.com/ I follow the idea above to get this one for my dude.…
I personally have Projects folder, it contains each work in separate folder. I use MAX9 Project folder thing to group file types inside of them, which is usefull when you don't want to group everything yourself. Second Folder I use is Textures which contains lots of References and hence the name, Textures, this folder is…
Do a google search of "Your site repels jobs" and you'll come across a game website article about why HR people throw away your site before getting to the art. The guy who wrote it works for a game company, so he knows what he's talking about. http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ link for the…
they generate the light volume on the fly, there is no "baking" the way I understood the process. It is based on "reflective shadow maps" http://www9.informatik.uni-erlangen.de/publications/publication/Pub.2005.tech.IMMD.IMMD9.reflec/ read closely and dont mix up them describing related work, with the decisions they made…
the fake GI is evident.. try to add some AO to counter that light bleed, but not too much, maybe 0.5 and high radius. i cant tell but i lean towards thinking that the shadows are rtx. if thats so did you fiddle with the penumbra factor (i forgot what its called) on the light actor? it looks a bit unrealistic imo. maybe…
I think it should actually be forward scattering... most likely the light vector, L, on line 19 should be negated, g should be positive and set somewhere between 0.25 to 0.5. These values were obtained visually because the transmission effect doesn't really show up too well otherwise. I guess at the time I felt 0.25 looked…
it should show you something , en error message. "not enough ram" or something. if it doesnt it's rather something in the settings, axis mismatch maybe. I recall I once saved hi res as obj and then low poly target as fbx and they was scale mismatching Xnormal could be quite puzzling , It's hard to tell what's wrong. Try to…