Notes on "Art Tutorial" by Arne Niklas Jansson (androidarts.com) This tutorial makes many good points and wise comments, and I'd have no problem recommending it provided people make use of the following footnotes: Terminology "Saturation - How much color there is. Grays aren't saturated. Neon colors are very saturated. In…
Hey there! I make visual effects and other art stuff. Now available for work Rate is 40$/h Contact www.artsavvin.com savvin.job@gmail.com Skype: buka215 Discord: ARTSzzz#0196 https://vimeo.com/489345893
February 21, 2019 WIP concept by Dia Jamandron: https://twitter.com/redpeoke/status/1074948665570136070 this is the first piece in a long long time in which i forced myself to not restrict the number of polys i had within a scene. I used to (as you can see in my previous posts) restrain myself from using a large number of…
So I've managed to get everything working just fine as far the model goes; skinning seems to work fine and there isn't much/any clipping, but I can't get the texture working despite having what seem like perfect .qc and .vmt files -_- The .qc $cd "k:/work/props/dota…
Hi ! A few months back we unveiled our development roadmap with three major
updates for rigging and 3D animation software akeytsu. Our goal this year is to fulfil
the 3D animation needs of mid-sized studios with an accessible,
permissive, efficient all inclusive toolbox. Speaking with our users and consulting with external…
Trainz and DTG Train SImulator as far as I know have their own different game engines. Trainz: A New Era onwards uses it's own scratch built 64bit engine, however I'd say Trainz 2019 onwards would be the safest option since it has the most powerful engine. You'd likely have to downgrade the model a bit though, or at least…
Box looks okay, but the red might be a bit to much, if you are going for a bit of a worn one/scuffed, it's probably a bit older, might have discolored a bit. And maybe a bit of a deeper red with some discoloration towards the pinks/purples. yours seems a bit to "orange".…
This list doesn't make a lot of sense, I think. The 'in-eye' density of the pixels/dots varies wildly if you graph it out: I'd say that generally you wanna strive for a PPI density of at leastDPI = 200/(distance in feet) So 1 feet = 200 PPI (phone in hand) 2 feet = 100 PPI (laptop/desktop) 4 feet = 50 PPI (no idea what…
Hey everyone, a bit of an update here! I went and finished up the arm I'm pretty happy with the result. I've also shared my old arm alongside to show the original render I did in 2019. For the 2019 version I used Vray, but it was and this project still is, my first time using progressive renders with more cinematic assets…