David Wakelin: Sorry if I came over as arrogant, I truly didnt want to sound that way but no one could really give me a solid answer in the past. Maybe i am just to blind to see the amazing work in Maya that is out there, or maybe its just that most people on Polycount use Max, idk. I guess I will look into 3ds max a…
Forgot how to use mudbox so just stayed in photoshop, i suck at painting lol really wish i would have painted more than drawing, But oh well I'll get better. Just need to work on the kamehameheat and other effects then i can move on to rigging and further polish this crap. He's sitting under 11k so I'm happy idk why I'm so…
Awesome man! It is weird because your highpoly looks great, but the lowpoly just feels flat to me. Idk I guess I just realized that it is a bunch of curved surfaces. Man those textures are really going to be what sells this piece. Lets see what you got Phillip! Blow my mind out of the back of my skull! Oh I know what it…
We've got more info here about those compression methods. Check out the PDF for a deeper dive, with nice pics. http://wiki.polycount.com/wiki/Normal_Map_Compression I call it Channel Packing. Nobody's got a final term though, lots of variants out there. http://wiki.polycount.com/wiki/ChannelPacking I've heard some artists…
i really did like day of the tentacle, it was hilarious!! will sure finish it without a walkthrough... here goes the plan [ read grim fandango pdf & play day of the tentacle] ....once finished them [ play escape from monkey island from oldest to newest] ....once finished them [ play grim fandango ] ....once finished them […
I don't see a real reason for using so many materials. Just group some pieces together and make them fit the uv space. You shouldn't export something with idk 50 materials for a game engine or something like that, it will make just way too many drawcalls for no reason. You can have quite a lot of details with even 1…
Yeah i was just using the concept for practice but erk i didnt even realise companies had policies like that. I figured most art tests are generally internal and part of an interview process but Splash damage have the concept up on their website, so i guess its OK? Idk I'll have to do some research :) @Praetus "Oh, that…
Thanks _Dmage_ Got these done today, and started making progress on the pod which should be done tomorrow. I messed around with the design for the light to give it a little more of an interesting shape. I don't now if I like how the light looks curved like that, so i might change it, idk. This is the pipe that is right…
Seeing that you're from Denmark it's probably easier to just immigrate. But you have the best restaurant in the world! (according to Anthony Bourdain). According to this latest industry survey (pdf pg 37, actual doc page 35) http://theesa.ca/wp-content/uploads/2013/10/ESAC-Video-Games-Profile-2013-FINAL-2013-10-21-CIRC.pdf…
Hey guys, so I'm rigging something that is bound to most of the upper body of a character but I'm afraid I'll be stuck doing trail and error for days just trying to get the rigging right, plus I'm unaware of how the upper arm twist corrective joints will work in game. if you guys could supply us with a few fbx animations…