I just have a clarification question, these user threads can be for any work they are doing right? Including 3d? My 2d work isn't the greatest, I keep a sketchbook for layouts and doodles but really its not something I'm gonna be showing off front and center. But my mind is always racing with new ideas to model and I just…
Im going to ask a question. Would anyone have any ideas on how to lay out a UVW for a car. I would assume: - one texture sheet for the exterior. (and how would i lay it out for best results? any examples?) 2048 - one texture sheet for interior 1024 - one for the wheels/rims 512 - one for engine 256 or 512 - one for misc…
I have a question about applying even when you don't think you're qualified: I've heard some people say that your first impression with a company is super important. I think it's usually said in the context of portfolio presentation and website layout, but is it applicable to applications in general as well? I mean, if I…
Leave your name at the top, pull the word "portfolio" it's kind of redundant. Put your email address (as a link) under your name, so it's easy to find for someone wanting to contact you. I think the layout and everything works fine. I think your work is great. You've got the sci-fi hard surface stuff down pat. But you need…
Unwrapping: Look for surfaces that can share material (like all the roof areas). Design a layout that allows all those to share one material. Are you being limited to a single texture map for this area, or can you multi-subobject it? When laying out the texture or textures, remember to acommodate aging effects. Likewise,…
I agree with what's been said. The main thing with portfolios is making it easy for anyone looking at it to get to your work quickly and easily. The way everything's organized now doesn't really allow that. Right now it's more of a project page layout. You click on each and then see the process from reference/concept to…
Something i noticed after watching the multi player vids at work, the layout of the multi player levels were overly simplistic. Both levels shown were just your standard three choke point maps. I'm hoping that those are the smallest and the most simplistic maps. Good idea baking all the lighting info into the maps. The…
You tend to get some funky effects if you try and use vertex lighting on a very low poly skinned character with lights bleeding around as the thing animates. As Fade syas, you're best to use it on the environment, though theres no reason to stick with greys. We use full colour textures and use vert lighting to add shading…
I would say from the videos of Cryengine 2 that I've seen, the Cryengine seems much less in-your-face about just dropping down into a level to explore the layout you just spent several hours creating. In UE3, after everything is placed, you get to build lighting. You even have to rebuild the map to update the positions or…
The crates' low-poly has multiple materials assigned, meaning you will need to bake textures for each one. If you didn't do so, my guess is here lies the problem. Or simply use one material for all parts of the create. Then of course you need to pack UVs of all parts together. Attached you find a fbx of the modified…