Hi all! This is my first post on this forum, so not sure if that's the right category and format. But anyway, I am hoping this community is alive as it would be great to have some real feedback and interaction. I am a self taught artist with about a year of "experience". You can find some of my work on my art station, but…
Hi there - thank you for following through :) Personally I feel like "speedsculpts" are mostly a waste of time. In principle the idea is great, but in practice Zbrush makes the process way more convoluted than it needs to be and kinda defeats the entire point. What I mean by that is that the inaccurate viewport distortion…
Hey, so this is where HDR tonemapping and a good understanding of photographic exposure comes into play. The reason that the original image looks that way is not due to it actually being too bright or washed out, it's due to how cameras capture and interpret the light that hits them compared to how the human eye does. Take…
Thats awesome Slipsius! keep at it. im still maintaining my 180-183lb weight that i reached after my "vegan" diet. sort of feel like im in a rut. Ill work out between 2-3 times a week during my lunch hour at work.. either going to the park to run and do calisthenics, or going to a gym to lift weights. either way i dont see…
I believe 15 working days is the number of days given for a character to be completed at Blur. But rarely in production do you start from scratch. Almost always you have a base mesh ready for edits to create a character. When you're first starting out focus on the fundamentals first like others have said. Don't worry about…
@pangaea: That's maya, right? While it's not the most friendly program to uv in, you could try selecting multiple vectices that are in the same 'spot', and align them on u and v. It's been a long while since I touched maya, but that really helps to keep your uvs clean. In general, when it comes to the type of texturing…
You'd lose money on that bet Pak. We divide the tasks up as much as we can here into people specialized in hi poly, in texturing ,in animating, in rigging, in materials, in FX. This move to subdividing the process is vital to ensuring we continue forward as an industry because technology is becoming incredibly complicated…