NetDevil is hiring Animators for a new unanounced title. From the ND website:: Essential Functions: Maintain look and feel as defined by the Studio Art Director. Animate both human and non-humanoid characters Animate mechanical objects Help define in-game character motion paths Help define character joint setup and rigs.…
On top of what Eric said, there is a very good tutorial for blending terrain with other objects on quixels site. There are some light leaks here and there. And objects like this chest without any shadow whatsoever. These barrels go through the floor for some reason and have very sharp edges, ouch! Also, theres a clear…
The lightmap is just a baked texture and it needs to be unique for each instance of the object in the world. You can share the same uvs in theory but the systems I've used have all batched the baked lightmaps up with other nearby objects into large atlases based on lod level so there's no benefit to doing it I don't know…
I had experienced the same thing. I'm not trying to analyze things myself, it's almost automatic. For example, when I hit the gym and start working out, there's usually some gym equipment in front of me - I can't help but begin thinking how I would build the object with polygons and triangles or where would floating geo be…
You can switch to custom lighting model in material editor and build your shading from scratch. Nicely painted diffuse map coupled with proper ambient cube and vertex color for AO might be a good start. Using phong model with spec is heavy in itself and more lights hit the object, heavier it becomes. You want to get away…
a few things that increase your vert count of an object in game: UV seams Smoothing Groups 2nd UV channels Mutiple Material IDs within the UV shell Lightmap channels Draw Calls (will this object be reflected?) Some complex shaders can increase them as well I never budget anything in tris anymore... or even in the 3D…
are you in the texturing mode? have the object selected press tab (to select the object interaction mode) press 1 to go into the Texture Paint mode click on Add simple UVs - needed if there are no UVs yet. click on Add Paint slot create a texture and start painting. or better yet watch the great videos from XRG81 ;) [ame]…
I'm not entirely sure what you mean. Do you mean an object with individual materials for each side or simply a model that doesn't cull? Because for me, Maya always displays objects as double sided (and renders them as such in Mental Ray) unless I turn on backface culling. If your faces stay black in the viewport you need…
It's actually made in max. The bullet is just a sphere and the rest is generated with particle flow and converted to an object using the "mesher" compound object. So the smoke is just a load of planes and the sparks are just little elongated spheres. Then the rest is done in marmoset materials. The smoke is all the same…
Using smart objects may help, you can import whole .PSDs (just drag and drop the file to your canvas) as flat layers so that you can view them in context but only open the actual .PSD when you need to. When you make changes to the source PSDs you'll have to right click its smart object, select replace contents and reselect…