Anyways I've been experimenting and comparing hard surface pipelines. So I created the same thing all in Z. This took me about 35 minutes; about half the time it took to do the same thing in all Maya. I think with some more practice I could have done this in Z in about 15 minutes (right now I'm a little rusty). Work flow…
Harbinger, I can answer some of your questions since I've used the tool for quite awhile now and I'm clearly the MightyBake fanboy in this thread. JackDCaron there's no difference between the standard and pro versions, same as Knald it's just cheaper for personal use. The trial version is on the website. Currently the tool…
35. Lighting & Rendering: Render WIPs I experimented a lot with my lighting and rendering set up to achieve the look I was going for. Ill post a few of my WIPs and explain my thoughts along the way. This was my first shot, just using the Sky Light and 3-point lighting set up. This render was a good start, but some parts…
Loads of improvement over the old model. And my $0.02... I'm aware she's suppose to be sexy, but the waist is sickeningly tiny. It's like she's been wearing one of those waist cinchers all her life and her internal organs have been pushed up into her chest. And on that note, her chest is massive. I think it could be shrunk…
it seems to me that when I (a canadian) wants to sell something over turbo squid, TS takes 50% of the money right off the top, and then sends me the rest. when it crosses the boarder, the US government takes 35% of my share as some.. kind of.... non-us citizen witholding tax? or some kind of crazy thing. i can't remember…
Your stories sound familiar Rawkstar and Blankslatejoe, my experience was pretty much the same and I gave up at about lvl 35. Seems like it would be very addictive at the higher levels with some friends playing. Personally I don't have the patients to sit by myself and grind away for hours trying to hit the high levels so…
Did you make all the vehicles for your first enviro? The police car is pretty neat. There are lots that could be improved with that environment. There is a ton of repetition in it, assets could be rotated or scaled so everything doesn't look like duplicates of itself. I also think you should spend more time making…
To be honest here, I've only used Substance Painter for texturing, and I have no knowledge of how to use Substance Designer in practise. 65% of time I'm using SP for texturing characters, and the rest of the 35% for props for the character or small environments for them. If I'm using tileable materials for procedural…
40 days on without a day off is excessive overtime, and that's not considering the additional day hours being put in. As for EU working hour directives - you cannot work more than 65 hours a week, daily rest periods must be a minimum of 11 hours and over any 17 week-period, you cannot work an average of more than 48 hours…
Is this for a game art portfolio? if so, you shouldn't be rendering your work at all, you should be putting it into an engine like unity or unreal and showcasing it as realtime art, as it gives potential employers an idea that you are somewhat aware of realtime limitations and how to work within them. if you are looking…