I think what I like the most is the layout of your portfolio. It's easy to go through and understand the content that you're sharing. The work is beautiful and will no doubt inspire artists. However, and this is really a comment for anyone and not just specifically for you, Mike, it lacks any real technical breakdown which…
hey just thought Id say thanks for all the support so far, I feel real comfy in maya now and pretty speedy too. I still have some confusion when it comes to small things like the unfold tool and layout tool. Is there a someone who can explain what all those settings do and when and where to use them? I found this video the…
Yeah make sure your hard edges match your uv layout. When you have a hard edge but no uv seam the baker tries to draw two different angles along that one line of pixels and you get these artifacts. You dont always need hardedges where you have uv seams(but it never hurts) You do always need uv seams where you have hard…
Mega reboot, probably more than the 10th version! I think I finally found a proper style for the rocks. I restarted without any sculpting, here is what I've got. I managed to reuse some of the rocks done early. The overhang will be replaced with the planks once I'm happy with the layout. Two quick renders, one just with…
This is great, thanks for the feedback. I haven't really spent time on composition yet, other than to use the layout from the concept. Just filling in assets as I get the time to make them. The yellow light is odd there, it's for a lamp asset I haven't built yet. I'm also planning to have light spilling out of some of the…
Not only in games, also for movies. But then you usally use a layout mesh to animate as early as possible. For a recent unity project I had to create 1 Character, Vehicle and Building which needed to be animated. I created my rig first after the models had good proportions and gave them to the animator. Then while the…
I remember a few years back someone had written some "Level Tools" for Maya back when they where just bought out by Autodesk (I think he worked for High Moon, they where working on some Born Identity game and used the tools to layout levels in Maya). The tools had a library script included and even some advanced placement…
You need to really optimize your polygon usage, you really shouldn't need more than 6000 polys for this character. Some areas where I can see you cutting down your polys are in the lower arms and on his jeans. You can just start collapsing edges all over the place and still keep your silhouette. Your uv layout could also…
Your thumbnails should show what we are going to be viewing just at a smaller size. With your first two thumbnails I can't tell what I'm going to see if I click it. The first one is a weapon and the thumbnail makes it appear to be an oil barrel, imo. Plus to echo the points made before, everything is soooooo small and hard…
I hope this will help you. I haven't use unrealED for a long time. But as far as I can remember you have to create a base geometry in editor just simple substracted or added cubes to get the basic layout. They have to be all solid. I think there is a setting for that. Than add all the static meshes, becouse they are only…