I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
I thought it finally would be time for my first post here on polycount, so why not create a wip thread for the scene I'm currently working on :) . Basic idea is that after the great zombocalypse, or a great war everything gets rebuilt using tracks. So those living-containers in the screenshots move on tracks and can…
Most people bake maps using an external program like xNormal. You can 'colour' your mesh in zBrush via Polypaint - a tool which essentially allows the user to paint over the geometry using the faces as reference data! You can activate this by hitting the "Rgb" or "Mrgb" tabs. There are ways of baking…
Fellow hobbyist here. Agree with the notion of doing vice being. I do find value in tutorials but not in the traditional sense of following along step-by-step but by treating it as a class lecture, making notes and looking for new tricks and techniques along the way. Modeling time lapse videos are great for this.
I agree with john on this. Big art tests are disrespectful. I've yet to see a company ask a programmer to create an app of their specification "just to see if their folio is legit". Under those circumstances, you're assuming that artists are liars and cheats. The sheer lack of respect for what artists do really bothers me…
Hi, I've been attempting to make a my first character that is rigged with normal maps; however, I have encountered a few problems, for instance: How do I resolve baking errors that occur around seams/creases like above? Thanks, Robota
This is my first post so yay me. I graduated from college at age 22 and got my degree on game arts. I thought that's all i needed to get into the industry but I was so wrong. I started to realize that my art work was not so great and was not going to make it. I got a job testing games for a few gaming companies but somehow…
No problem :) hope it helped! That's a great start so far :) I did not model before I created my textures, but because I had reference images I knew how wide my trims would be and what types of details I needed in my textures. So since you already have such nice models, just be sure that while you are creating your tiling…
Low-end devices might have aliasing problems. If that's not a problem in your case - use geometry. Otherwise use planes with alpha. Make sure to create wires wide enough to compensate for mipmaping or you might end up with textures blurring so much it exceeds the geo, bringing aliasing problem back.