Blender is entirely capable, although there's a learning curve from the artist chair if they haven't used Blender before, since it's been slow and stubborn in coming around to some of the industry standard UI and user workflow conventions (it's gradually getting better). The native Blender community is big on "just…
i'm about to normal map this canister thingy and i have a question. my main concern is the dome part on the top and how to go about properly unwrapping it. i've had weird issues w/dome shaped objects in the past and am wondering if anyone has any cool tricks. should i planar map from above? in the past i've tried that but…
So thought i share how the render come along. Now here is how it turned out and I will say I already got some feedback and will fix it but thought i see what else I could get. This is feedback i got. "can see you have used a grungy, much more yellow saturated texture for the teeth. I can see some height values taking…
First, I will answer your questions; after graduating you should put any type of experience that is related to your field or closely related, even something simple like you tutored people in Maya or Max. Student projects are OK, employers expect you to work on some student projects while you're in school and it's still…
Hey man, big fan of this project. Have been watching it on and off for a while now. Glad to see it's still alive :) I think one big problem with the lighting is it's consistency. Same light source(more or less), Same color, Same intensity, etc. I think it would be very beneficial to change up where light is coming from.…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Lots of good advice so far. It's probably worth using all this feedback to create a few samples then compare the results, from a typical player's point of view, to see what works and what doesn't. Though it's also worth asking: How sharp is sharp enough and how good is good enough? As an example: Here's three cylinders…
Hey all, So I've recently been hired and have converted from Maya to 3DS Max for the studio. I am also using it at home now since I've quickly fallen in love with the program. However, I have some small questions regarding 3ds that I can't seem to find the answer to. 1. Quad chamfer that comes with 3DS Max 2016-2018 is the…
Here’s another update for this week. :) I’ve spent some time iterating on the rocks, with the goal of making them feel like they belong to the same environment. I focused on keeping a consistent shape language and making them read as if they were formed from the same type of rock, inspired by my reference. The idea was to…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…