Hey Dataday, You should try Clara.io again, I think that you tried it during the first week of the closed beta and was pretty rough back then. We've more than tripled our code base since August 2013 and added more than 2000 features or fixes. The closed beta was closed because we knew it was rough. Running Maya or 3DS Max…
I think even before you start baking normal maps, you need to practice more with modeling high poly characters. I know it's not the exact answer you're looking for, but you need to improve every step of the way instead of taking shortcuts. As for the actual normal map errors, I believe there are a series of problem that…
Generally speaking, I try to model as much as a solid continuous mesh as I can. Things that animate or detach, or will be overly complex(overlaping bits) I model separately but for the most part I merge the rest of it together. Merging simplifies the bake process, as you have less to explode etc, gives you(often) better…
It sounds to me like you (and possibly, your teacher) don't know a a lot about game art. Thats cool though, we all start somewhere and polycount is the best place to start. I suggest you research game art and game art workflows. Game art encompasses just about all forms of digital art. From concept art to3d modelling to…
You will still have the same problem without a cage. A cage does absolutely nothing different as far as ray direction than using offset unless you A. Totally fuck up your cage and have it impolding onto itself or B. Manually adjust your cage to account for errors. If his mesh was 2 quads with a hard edge inbetween, doing…
Wow. Even though those aren't programs I have used yet, that was a really powerful look into making a good presentation. Stuff like that I know will help a ton and it makes me start to think I should seriously invest an equal amount of time on DT with learning Photoshop. I know XSI uses Mental Ray as well so I'm seeing…
Oh, let me reformulate that - those games are just inspiration, in how they have common traits for their characters, but still show their different functions and specialties in the game. You'd make a fictional game (I'm imagining an Action RPG, because that's a flexible genre). So, for example, if you go for a standard…
Hi all, i have re-registered my self in the forum I introduce myself with my work of those 2 past months. Some people may remember me, i participated in a comp over here . Well, most of them were created with the intention to do a normal map model, but due to lazyness i always finished modelling a new one, designs of my…
Hello everyone! I'm happy to share my new work with you – a Mech Concept art piece, my personal work. In this concept, I wanted to capture the spirit of a heavy, industrial, combat robot with clean, heavy lines. But I decided to add a bright accent just for fun :p The robot stands approximately 5 meters tall. It is armed…