With the summer semester almost done I'm finally getting some time to continue working on this. I've made some pretty big changes since the last time I posted here, I'm no longer going to use Toolbag 2 to render. Instead I'm going with Arnold for Maya with X-Gen for the hair, and the models are going to be production…
I think you are just a hop skip and jump away from nailing it! As others have said, dive into the anatomy. The suggestion to do life drawing is very important, but also find anatomy tutorials and pick an artist who's work you admire from among those artists. The comments about your presentation are also spot on. I find its…
What do you think? This is the High definition model. Still finishing some details, like buttons which I will do in Maya, and clothes details like wrinkles and seams that i will do in Ndo. This is my first Character model, i have some doubts about the low poly modelling. I´v been looking some character models and i don´t…
Normal maps are (generally) a lot of work, because they introduce a high-poly sculpt, retopology, and tinkering with normal map settings to your work flow. 3rd and first person games often use normal maps because the player camera is really close to the model(s), and isometric and top-down usually don't. WoW is a good…
I'm not going to argue either way but comparing used games to used cars or sofas is pretty silly. If you don't think so I'll sell you my used car at a Gamestop mark down and my Lay-Z-Boy as well. and Overlord, turning every thread into a "game industry is going to fail" thread is becoming a bit tiring. I recently browsed…
...it can be hard to land a gig...no matter what your skill lvl/ xp lvl I've got 3 years studio prod xp...and the same amount of xp doing freelance...and I am having trouble finding a steady job. This is my portfolio (I know ...I really need to show some flats) http://drewhunt3d.carbonmade.com/ you've just got to stay…
Gloss maps are specular power maps (udk) are roughness maps (physically based rendering), they control how mirror like a surface is. Mirrors have a maximum gloss value, and thus specular reflection highlights become narrow and take the shape of an actual lightbulb. Something like used leather, has a very low gloss value…
Sure the project will be a top down shooter much like Under Defeat and\or Renegade Ops but with a physics component using a next generation engine with all the graphical bells and whistles. The game will of course be in 3D, but a next gen version of old school shmups with a physics component. I require the modelers to work…
interrogator_chaplain, Hello! My Name is Broken_Lawnmower. This Is A Very Nice TreeHouse you Have! However (!), there is a Problem (oh no!). The Branches Are a Little bit off. They Don't taper! (well some of them). Reg TreeB's gen. start out Thicker andthen become Thinner. Forexample the 2 Large branches That form That…
Update #2 - More Cloth Assets A smaller update - just adding in some more Cloth/Drape assets as shown in the original concept sketch. Overall, it seems to be doing a good job of breaking up the areas of pure white marble. (The floor is a bit overexposed/blown out, but that should resolve when I make the actual Floor Tiles)…