in a normal setup where a GPU draws triangles, every triangle is defined by 3 unique points (in order) and every point has the same size/length data structures (normals, UV data etc). This is simple to process because everything is the same as the last thing and its reliable because triangles are always planar In a…
I've finished an update to make settings more retained. Moving from Photoshop's built in "customOptions" which seem to be hit or miss sometimes, I've now switched to JSON. This also will make the UDP (user defined presets) more likely to be a reality. So I'm thinking that they will most likely be like UDP button on the UI…
its all about defining seams and after that just relax the whole selection. So for starters select everything and hit the "Quick planar map" which will project the UV's all together just like in the 3d space. Next loop select some edges you want to cut or want to define as seams in your UV and break them there (Tools >…
I gotta agree..this game f'ckin ROCKS...Capcom definately know their shit...I've just completed the game twice now and I am about to play again for 3rd time on on professional mode...but as for the artwork, animation/mo-cap audio etc....it is the best I have ever seen and experienced..you are right swampbug the photo…
when i read semi realistic i always kinda shudder, because it is usually not realistic or stylized enough to have appeal, to me personally. but it could of course mean stylized shapes but more realistic on the materials, or lighting side of things i think the key is in finding a style that profits from certain workflows…
Observation is a foundational skill honed over many years. As an example at art school our professors were sticklers for fine art tenets amassed over centuries of learning, wasn't even allowed near an easel until our collective both life and plein air drawings were met with approval. Human anatomy is extremely challenging…
That's already looking much better. For the head, I think the problem is you're viewing the head as a distinct 'sphere' that's attached to the body, as opposed to a continuation of the body, if that makes sense. With ZSpheres, it's easy to lose sight of the overall forms because of the way they work, and how they're…
the main trouble with this model so far, other than the fact that it's going to take a while since it's your first high poly model, is that it's got a case of the low-to-high mushies. what i mean is that when people are up-rezzing a favorite character from an older game, but wanting to stay faithful to all the details of…
just wanted to share progressions and demos (to come) of a project I started a day ago. The basic idea is to have a very specialized tool like UVLayout for UV´s but instead of texture transforming. With shortcuts and the interface I want to try out new stuff so that in the end just a few clicks are needed in order to get…
✨ Volunteer 2D Concept Artist Wanted: Unannounced Game Project ✨ We’re looking for a passionate 2D Concept Artist to join our team on an unannounced project currently in development. This is a volunteer position geared toward beginner to mid-level artists who want to: 🎨 Build their portfolio with real game project…