Hello, my name is Peter, I am an experienced games programmer(4 years in industry), based in London, who has recently formed Brobotics Ltd. I am looking for a 3d artist to join my team. You don't need industry experience but you need to show some history of 3d art, whether at university or in your spare time. I am working…
Is there a way i could set up my materials so that i can pack up my project folder, take it anywhere on any other computer, and open it and the textures would be located properly, even if the root directory is different or the drive initial is different?
Hi Root, Thanks! That's it.You can go on our Wiki space and then: go on left bottom page into spacetools/Contents/Export Now you can export our manual in pdf for offline training ;-) Cheers, Aurelien
honestly, if you don't fix the problems at its roots, the final output will always be kinda bad. one step at a time, a retopo of a mediocre high will only result in a mediocre low, will result in a mediocre texture and final asset.
last shots = wicked sick. I think the cliffy parts could benefit from looking a bit more dusty than solid and chunky, and with lots of tiny roots bursting out. some of this kind of shit bro
Moving back onto the characters - sort of gave up on the western scene for now due to lack of drive/inspiration/etc ... </excuses> Returned to my character roots and came up with this guy. Any crits welcome of course.
ok the flipbook 3d idea, got it. Works great. So my questions continues to be: HOW do they invoke those effects? By scaling them from a root node from 0 to 100? or opacity? or they are scripted, how?
Hi Jade, Yeah, the knife and tree stump are "real" game meshes, whereas the grass, ground and roots are just quickly thrown together models with vertex colors to create this diorama. The grass is 3 sided cones, yes.
oh ok, i think my roots are showing. sorry, went to art school for advertising before i got into 3d. lol oh well, so now that we now wth im talking about.....
It's the third dimension of the normal. In theory you can compute it at load time if you assume all normals face towards the forward hemisphere but that wastes time (requires one square root operation per pixel) at load.