Ace.. .don't blend them. They're doing the same exact thing, one just has a mathematical optimization. [highlight]EDIT: Equil is actually correct. I made the mistake of using Distance/directional lights and forgot to normalize my half vector.[/highlight] Equil: We went over this in that thread. Blinn is not more accurate,…
As Jessica said many use photo's and even if they don't, they imply detail not drawing every single brick, or window in for example a city scene. A lot of the further away stuff they scribble inn, in many concept art's if you try to zoom in you wont see what the hell it's supposed to be. I am not saying that they don't…
Hello, Again ... what do you actually want to know ? Or rather, what are you trying to do that makes you think of asking this (somewhat odd) question ? There obviously isn't one single term to describe a given job, so no, you will not find some kind of lexicon that will say "a job posting for someone sculpting X kind of…
2 helper bones and lookat constraints (or 4 to prevent cyclic dependancies). One bone at the ene of the cylinder, one at the end of the ram. The ram bone looks at the cylinder bone and the cylinder bone looks at the ram bone. 100$ skinning of each section to its own bone.
Ive heard the Abertay courses are top end and they are surrounded by developers. I'm currently studying Computer Game Development at Glyndwr University. http://www.glyndwr.ac.uk/en/Undergraduatecourses/ComputerGameDevelopment/ I will be lookin at Abertay when i graduate next year as the offer paid postitions for graduates…
@fmnoor Just to clarify, I work in Lighting which is partly why I am writing up this & researching. I do not think I am necessarily undermining the lighting role, as in the past it has generally been a case of arbitrary numbers & colours to create the desired look. This no longer works in modern day pipelines, hence the…
Well you have to take into account that I don't have a lot of experience in lighting.. so I tweaked around as I worked on it. I suppose there are quite a few things I should get rid of, since they don't affect the end result so much anymore. I didn't really do too much optimization on lighting since I was mostly going for…
HighLands This is "Lost HighLands", the third map I created for Shardbound, one I am incredibly proud of. When I first started working on it, I felt more confident already with Unreal Engine but I didn't know yet that, to this day, this would become the hardest thing I had to work on. The initial concept art for this…
Hi, this is going be a bit blunt.. If you're looking for a position as a environment artist, it's generally best to focus your folio to that. So I would take out your character art as it's quite weak. Your environments could use more work in general. Your work doesn't compare enough to what is being released right now for…
Hi Nukakola7, I'm assuming your highpoly is high enough, so that the problem doesn't come from there. Maybe this can help you: -Bake the textures in 4k and then reduce them in photoshop to 2k (or 1k...). That should ease the problem a bit. -You are using 4 different leaves in the same texture, but to be honest, they look…