That's a great idea Sectaurs! I never thought of naming the layer the blending mode/percent that I want. Seems like a great way to remember what you were thinking a year later. Does most everyone use massive amounts of layers or very minimal amounts? For photo-sourced textures I tend to use gobs of layers and folders. But…
I assume that because it's a full-time position and not freelance, the work will be steady enough. I know what you mean about taking too much on though, always seems reasonable when you think about the amount of time you theoretically have...until things start to take a while longer than expected! Luckily the studio are…
Looking good so far. As Moosebish pointed out, do the bakes first because they'll have a huge impact on your final look. To answer your question about gloss, it controls the size of the specular highlights. Having a really low amount of gloss will make the highlights very large whereas having a large amount of gloss will…
Looks great so far! I just have a couple of crits and it is mainly on material definition and wear and tear. You have almost no damage and it mainly looks like a plastic model with some small amount of metal bits. I also feel it doesnt make sense the small amount of damage that is on his armor. Look he has a bullet in his…
I don't understand this example at all. One example has half the amount of quads as the other, but is triangulated, and they don't really have the same silhouette. If you didn't triangulate the one on the right, it would have half the amount of quads as the example on the left, and the same silhouette as before it was…
well, i've been freelancing for about a year and a half now, and from my experience your best bet at having a consistent amount of work is to diversify as much as possible. With my current contract i'm doing everything from gui to animations, scripting, modelling and texturing. The amount of work you get directly reflects…
opensubdiv, doublesmooth or quadchamfer are pretty much the same amount of steps. a modifier on top, thats it for the most part. Both methods got their pros and cons, and both methods have their same fair share of artifacts. that said, neither open subdiv nor doublesmooth offer the same amount of control over the edge…
Good to see that you've done some research. My opinion on both options is that they're terrible for different reasons. First, the fact that the director of George Mason is talking about moving in a mobile direction throws up a red flag. To me, it means they do not understand that art skills are platform agnostic, and…
My guess would actually be that your lighting itself does not have enough contrast, and the amount bouncing around flattens the effect of normals because equal amounts of light hit the surfaces from most directions. You can compensate for this by increasing the Indirect Normal Influence but that would probably still leave…
Ok, HOLY SHIT. I can only play these games in like... hour segments, but GODDAMN THIS IS AWESOME. The amount of effort that just went into the first 45 minutes of the game is fucking awe inspiring. The amount of cool shit going on blows me away. too fuckin cool. It'll probably get more cookie cutter shooter-ish later on,…