More and more Environment Art has started to develop a number of sub-categories.
Different studios break it up in different ways, but here are some of
the roles that fall under Environment Art. Prop Artist – Pretty self
explanatory. Model and usually texture prop objects. This is one of
the easiest jobs for studios to…
You shouldn't be modifying the topology of your model after baking your normal map. It disrupts the math involved in calculating the direction light will reflect off your surface in accordance with the vertex normals. This is evident in your last image where you have black seams along your cube's edges. If you want your…
This is why its important to learn why a rule of thumb is created, instead of just following it. You need to learn why so you can adapt it to your situation. It's not as clear cut as height X 4 = texture size. The examples I was talking about in the other thread where about a box which translates pretty well because it…
Something i think gets too easily misunderstood here is this: The point of modeling a highres to bake out your normals isnt so you can go in and sculpt little rust stains in mudbox, infact that sort of fine detail stuff is generally pretty counter productive to do in a sculpting app, you can do it easier and with more…
Here's some critiques on th different stuff shown on your site (Expect bluntness): Bed: No reason to show the AO bake as a texture sheet. the cloths geometry is by and large not giving off any appearance of ruffes/creases in the final image. the 'rust' is just a blob of brown atm, try to detail and sharpen it up some. the…
Things you need to do something about. Your website looks terrible with the big myspace banner, especially because it splits your work up. That's what makes it look terrible. I would make your thumbnails bigger and make your huge header a lot smaller. Your work is more important than the header. Right now it competes for…
(Zbrush) Zremesher vs (3ds Max) Retopology modifier... How do they compare... In the latest versions of the programs, which one is better...? Or are they equal...? One better for organic and one for hard surface models (for example)...? Any comparison/idea/experience...?
You likely have a few issues : - The geometry of the high with the stacked individual pages is likely causing issues when baking (as opposed to having a continuous surface). - And perhaps you're having a triangulation issue (if it wasn't set consistent between baker and renderer). Getting the following in TB3 (below) after…
NPCs for the game "The Mobius Machine" from Madruga Works https://madrugaworks.com/mobius/ The action takes place on the Isolaria moon, a world barely colonized by humans in the past and infested of vicious local species which the player should fight while explore the abandoned facilities of the colony. Some of these…
I've never done photogrammetry before, I found Meshroom would you suggest this one? And said that what you mean with smooth surface and apply temporary matte coating?