DIGITAL SHOCK Art & Development Team: Professional AAA studio at Indie Price ———————————————————————————————— Digital Shock is a video game developer, VR, iOS/Android mobile app creator and elite team of video game art specialists in Toronto (Canada) with a local team of 20+ and international support team of 100+ seasoned…
DIGITAL SHOCK Art & Development Team: Professional AAA studio at Indie Price ———————————————————————————————— $200-$240/manday (avg. price) Digital Shock is a video game developer, VR, iOS/Android mobile app creator and elite team of video game art specialists in Toronto (Canada) with a local team of 20+ and international…
Hi all, I wanted to share something mind-blowing—an alien character we just created using HelixEdit, our new Maya plugin. No manual work on blendshapes. No tedious adjustments. Everything was automatically calculated by the tool. MetaHuman-level realism, full DNA file control, and blendshapes done in seconds. Imagine the…
I'm not a professional but I can try to help. You want to show as much info as you need. The bottom left shots are good enough. You only need to show wireframe if you're trying to prove you can model stuff. You probably don't need to show off your individual texture channels as an AD would be able to recognize the…
This is round 2 of volunteer recruitment. Our project has been afloat for a couple of months now and we have been holding together nicely. We have been doing pre-production and early art development. We are nearing a point when we will need animators in particular. We aren't very elitist, we really are here to learn the…
Before I say anything else I should probably mention that I'm going for character art (fingers crossed, anyway) so modelling/baking/texturing is my biggest concern. I also occasionally rig/animate my own characters but having good rigging and animating tools are less of a priority than having good modelling tools. I just…
Thanke you all for the replays. EarthQuake: Actualy the sword has been sculpted in Zbrush and than I use that base for normal map. I actualy found out that for such little tiny detailes it is much better to do that from height map in PS, and using the normal map fillter and overlay it on the normal map. The resaults are…
You may want to try different wrap modes in the shader: repeat (traditional texture tiling), clamp (edge pixels are stretched out beyond UV 0-1 space), or mirror. More info and a pic: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Address_Modes
1) Like Neox said the 2nd UV channel is usually reserved for lightmaps. Some engines create this channel for you and do an automatic unwrap of your objects which in most cases works just fine so you don't even need to think about any other channel than the first. The automatic unwrap will assume that every face is equally…