Because topology and vert counts can change and some modelers don't like making morphs, sometimes 2, 3, 4 times, I think it's best to create a lower poly face mesh (that won't change vert count) and do your open closed morphs/blend shapes on that and then skinwrap your WIP head to it to animate it back and forth between…
Your UV's suck balls. You should really give your alpha'd areas more texture space so you don't get that nasty pixelization. The Lion's head is very small in the model, it shouldn't take up so much space on your texture map. You should always apply a checkermap of some sort when UVing to make sure you maintain an even…
How about not making it smudgey to begin with? You really are making it more difficult for yourself by putting effort into doing that in the first place... just flesh him out using areas of flat colours (areas larger than 1 pixel, don't get smart with me, heh), and use some transparant brushes to add some early shading,…
You've got some decent character stuff up on there, but your website is letting you down a bit right now. All of your thumbnail images are HUGE resolution and scaled down in HTML, so they look all pixellated and not very nice. You'd be much better off just cropping an interesting area of the image and using that as a…
http://www.gametrailers.com/umwatcher.php?id=905 I am sure everyone has seen this tech demonstration, which is a breakdown of the very first trailer of MGS4, but i'd just like to point out that this rendering technology that kojima is using is inferior to engines such as UE3 which use fully dynamic lighting etc etc ... You…
I agree with the texture sizes, 256 and 512 are pretty much the work horses for props. 1024 for bigger custom props and wall tiles. 2048 is sky box big, actually I think sky boxes are now 4096? but still you should get the scale reference. I think unreal clamps texture size at 1024? So the originals you import may be 2048…
hi all, i just tried a modeling technique where you put supporting edges into your lowpoly, to apply one smoothinggroup afterwards..(not optimized the mesh afterwards though) then i applied tileable stone textures on them. but i'm not really statisfied..lighting is crap without shadows. @ topic: most of the time you will…
it takes a real leader go getter type personality to be able to overcome bad leadership... and that's only if the rest of the management lets you. Problem is the guy above you's ego is probably not receptive to being upstaged. I quit my job as a pixel artist for a mobile game company recently because the 'creative'…
Well the hardware hasn't changed much the consoles still push the same amount of pixels and polygons as they did back then. 360, everyone seems to have hit the 360's cap and is constantly riding that line without much new or amazing to do outside of changing visual style. PS3 being so crazy complex (on purpose) is still…
[ QUOTE ] I like the idea, especially since frankly mudbox performs underwhelmingly at high polycounts on my shiny new machine and I'm not in much of a hurry to go back to zbrush despite the improvements. will give it a shot edit: first impressions are that its got a lot of potential but its not there yet. it seems like…