Hey everyone! Posting about my senior thesis titled RoboLunky and my accompanying blog. I thought some people here may appreciate it. I draw a lot from a lifetime of playing video games, and I hope it comes through a bit in the art style of RoboLunky. I actually just got great news from Chris T Geehan, part of Hyperduck…
Hello guys. I am really in need of your help. In our office majority of the asset artists are using Mari and they are following spec/gloss workflow. We also have the flexibility to finish our texture work in Substance but then import to Mari. Because we then publish our textures inside Mari with our custom pipeline tool…
So when I work on next gen crap with spec maps and junk, I usually complain about working on the spec map. I would like to eliminate as much back and forth as possible. When you work on a diffuse map you have a decent idea of how it will look on the model, what colors you'll get etc. But with your spec it's kinda like,…
Hello lovely people, I am currently looking to get a character modeler on board for my current project- The Rise Of Britannia. (Anyone else with an interest is welcome to pitch in). The game is set in Britain in 1065- with a solid base in realism (no orcs etc) and is a open world non-linear game. At the current stage I…
Hello everyone (translation via google), there is a need to make the destruction of a building on a mobile device (when a projectile hits a collider). Conditions: should be optimal for mobile devices, the building should have a baked lightmap. From the ideas of how this can be realized, I vivel 3 ways: * 1 - duplicate the…
Hi guys! I've almost completed my character rig when I noticed a rig-breaking issue. When I move or rotate the rig root controller the segment joints in the right arm (twist joints) move independently from the rest of the rig hierarchy. The twist joints work perfectly in accordance to all other controllers. It's only an…
So i have been trying to get my head around the whole gamma correction dealio. and it seems like the recommended way is to use it. problem is, in max it looks like crap. heres a plane with the tga-texture at the right aplied to a plane with a standard material and then a xoliul shader 2 material. first with gamma…