Its a valid point that less confusion is better for everyone. On the other hand, figuring out how to use geometry efficiently is part of the skillset, and any aspiring artist can learn all they need to know about that from this forum (as opposed to out of date amateur youtube tutorials or AI...).
Apartment 23 Part 1 This is the first part of a four part video, I recently finished it and would appreciate any feedback or comments. Thank you for taking the time. https://www.youtube.com/watch?v=uvnv8tQv2MM
UPDATE: Internal mechanical joints and parts complete. (Long post, skip to bottom for TL;DR) Here's Ori with the mechanical parts in place. She has a clockwork gear system setup inside of her torso. The idea is that these gears will animate accordingly. Since that was a major point of the model from stage 1, I somewhat…
I had this idea recently. I wont spill the beans on it just yet. It involves a stor that sells hearts to people looking for love "I know its corny" But Im shooting for a minute or so long. I know how I want it to look but im not sure im good enough to pull it off. I want the main character which is a woman to be kind of…
Really impressive work! =) Especially the modularity and how well the assets hold up outside of VR constraints. I’d be very interested to hear more about the VR pipeline you mentioned. How much did it change your approach compared to a more traditional environment pipeline, particularly in terms of geometry, materials, and…
Hello everyone! This is my WIP post for the cs-go skin contest. So firstly, the skin is inspired by the movies "Back to Future" (1985) and "Tron" (1982). The first idea was to have the handle in pink, to give it a crazy look. In the final product, I chose to remove all pink parts and to make those part into a bluish color.…
why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…
I silently released an update a few days ago but got only today the time to update the documentation and create a video for the new changes. Direct download link: ShoeBox_3.5.0_public.air The biggest update is the Texture Ripper tool which has its own documentation here: http://renderhjs.net/shoebox/textureRipper.htm The…
Done Both, currently freelancing. The best part of Studios are the people- you meet a lot of passionate people that want to make games. The worst part of the Studios are the politics, bureaucracies, and cronyism- it can flatten your passion into a soul sucking melaise(Not to say this is every studio, just my xp at the…
Sorry guys, i have another question. Couldnt find anything useful in google. Its a bit weird. Originally i tried to invert the green channel of the texture because in the TexCoord node the darkest corner is up/left and in my texture it was bottom/left. Since then i got weird results. The i made the texture like it was, but…