You must have the hands of both a pianist and brain surgeon, what black market vendor do I talk to get one of each as well? But seriously, I've always enjoyed seeing your progress and final renders, and this one is just as impressive as ever. The way things are here, do you have any small auto twisting and rotating bone…
This might sound really dumb, but has ANYONE been able to get anything output from 3do to actually look like 3do in ANY game engine? I use the UE4 calibration profile, load the textures up in unreal and plug them directly in and it looks dull and nothing like 3do. It appears that 3do is manipulating the values a lot before…
So let's get this straight. Once we reach a certain technical point some time in the future all games are going too look automatically awesome? :poly142: and once we reach that wonderful time the bored artists who finished their jobs months in advance help out with game designing? Or maybe you mean once we reach this…
It is useful because it allows us to create close to photorealistic graphics without spending a metric ton of time making them by hand. You can already see more and more games using photogrammetry and scanned materials, believe me there will be more to come. In my opinion at this point it's something any artist should look…
@WetWired - Thanks :) @Benji - Glad you like it. I don't really have any special workflow. I simply choose whatever plant I feel like doing and get me a good photo reference first. Then I simply start blocking out the shape. I also find myself using a brush tool with soft selection to "paint" deformation. Other than that…
Most models of magical weapons in games draw the pattern from classic artwork - Greek keys, Celtic knots, stylized leaves - rather than abstract geometric designs. A search for "sword etching" should yield some nice examples of real-life weapons. http://engravingglossary.com/ provides some very nice images. I'd remove the…
She looks great afisher! This is probably a noobish question but I've always been curious about this, for your keyshot render how do you go about posing your high poly model? It's not exact but it's pretty damn close to the marmoset render pose, do you just eyeball it? How hard it is it to pose a model with what I'm going…
Yep as long as your game engine brings in custom normals from your 3d app, it'll work. Pior: possibly the reason that it's not more widespread is that currently it's a lot of manual labour to get something which in many cases doesn't make any visible difference (eg. on characters you wouldn't do this). Until there's a…
You could use some search&replace magic in Notepad++. By plain text, you could simply mass replace "materials_mycoolmaterial_" with "materials/mycoolmaterial/" which would leave "surf_01" untouched. Or, not have space/underscore in the material names if possible and do a simple replacement of "_" with "/". Alternatively, I…
This could be slightly off topic, but since you started by saying how marking menus increased the speed of your workflow: I'd suggest personalizing your own set of hotkeys. Analyze what you use most often and then go to town. In my opinion you can be very unsentimental and just toss hotkeys you don't use and replace them…