I managed to get some renders, but ofcourse problems appeared. I managed to get the body and cape working (THX TO PİOR) but they might be a little too lighten. My major problem is the place the hair's UV map. the place where th UV changes is a fail take a look and pls help. And the other problem is hair must go light…
I don't want to discourage you or something, and most certainly please take no offence in what I'm about to say,.. but I find it a little bit arrogant to have a tutorial section what is supposed to cover well explained (already) topics, especially when your own portfolio contains only two pieces of art. As for the rest of…
I agree with Odium. Your spec is indeed wrong. You have really great work though, I think the main thing you need to work on is your texturing skills. You seem to have very good rendering skills, but your texturing is not up to your rendering level. This means that a lot of your work while it looks great, doesn't look…
If you haven't tested your page with IE, you should do that soon. Your pages take almost a minute just to get drawn on the screen. I don't mean the page loading, I mean rendering, like when I switch back to that window, it has to re-draw the whole window. The problem is that your background image is a 1 x 2 pixel GIF, and…
^ All the time. What else would you use? Xnormal? Doesn't Xnormal give great results but take a long time and have a crazy interface, not to mention its another app you have to export to and from? I thought it was mostly for Maya guys that found baking with transfer maps a chore? I hear they've upgraded the Maya transfer…
No, this is using the Sandy 3D libs. The buttons are my own custom creation, and it would probably be fairly easy to port this over to papervision. I'd just need to go over some of the papervision tutorials. I imagine most of the structural concepts are the same. If there is a performance advantage to using Papervision,…
You can also use the polygroups/subobject-sets, (or whatever they are called), of the projection modifier to cast from chosen objects to polygons specified by you. Comes in handy when you don't want to or can't move things around. (Or want to rerender just parts of your map without breaking the lowpoly apart). You will get…
https://www.youtube.com/watch?v=mYax3jQ6_G8 Renders in my Polycount Topic This is my grooming project for Benjamin Deutscher - which I did in Maya with help of the Ornatrix and rendered in Arnold 6.2 with GPU mode on 2x2080Ti(NVLink) in 2020. The project is still in development and this is just a teaser of full-fledged…
First of all if you want a job in a game company you must learn the industry standard software otherwise you will be in a disadvantage against the other artists that know them. Check out my answer to this thread ( http://polycount.com/discussion/comment/2624103#Comment_2624103 ) for a list of industry standard software (…
As far as i know. "My (limited) understanding is that when you are painting "normals" you are actually painting grayscale height maps, and that information is being converted on the fly to normal maps. Is that correct?" -Yes specifically in substance painter we are painting in height channel because its easy to work in…