If it was me, I would merge all the P&P forum into one or two big "What are you working on" threads. It is BY FAR the thread I'm browsing the most. It is just incredible to discover new artists and awesome art in so many different forms without any effort. It feels like the CGHub front page but in a more vertical layout.…
Yes making it tile vertically is useful to a degree. It would be advisable to make it so you can take every of the 8 chunks of my image and simply put it anywhere. However. It's (almost always) important to also keep it workable as a single texture. I could easily take my texture layout and apply it to a stretched cube for…
I don't get why people think that Doom has confusing level design, but maybe that's my years of experience. I hope Doom 4 has open, sprawling levels with clear indication of where to go next, similar to doom 1. However some totally open maps such as E2M2 would be nice if filled with lots of secrets. This sort of design is…
It looks pretty close to the references I've seen of it More helpful to the critiquing process is a breakdown of the model. Post shots of the models wireframes, so that we know how you're efficiently you're using your polygons. Post close ups of area's of interest or trouble spots you may have questions about. And post the…
I'd personally recommend building your game resolution mesh by hand after you're done with zbrush rather than doing the decimation thing. If anything take your lowest subdivision level and refine the geometry on there so it will animate properly. and those two tri's could come back to haunt you depending on where they are…
Thanks for this direct response! Might be useful to set up a UDK style community wiki? Just spitballing ideas - I'd love to be able to contribute after stumbling on successful node graph layouts! It's an excellent bit of software and having done basic GLSL before I'm glad I don't have to touch it as much any more. Keep up…
Unfortunately I don't have a fix for you, but I can add that I see the exact same issue, so it's not just local to your machine. I've also seen some intermittent UV corruption where I'll start working on a mesh that has an existing UV layout, I'll re-select it and the UV's look all FUBAR. Only thing I've found to fix that…
It would be a good Idea to Include a Resume Page. Including Info on your Technical Skills, Software knowledge, Experience & your Qualifications. On the plus side I like your Layout. Background suits your work well. you should have a render Including your Tri Count & UV + Sizes since your work looks nice but I cant tell how…
Sorry for the necropost, but aaaaargh! I encountered the same problem with Maya 2015 SP5. It is infuriating! It somehow stopped happening after I unchecked and rechecked the Triangulate option in FBX export, but not before I redid my UV layout a couple of times. No idea whether the problem will come back or not, but so far…
Thanks for the crituque of that uvs template. Ill fix that I thought by doing that it would cause the uvs to become distorted in the area that bends around. Im still a little unsure when it comes to certain objects and methods to get the best unwrap and space. Been doing alot of unwrapping of wires and pipes that bend…