Before you read this thread, please be sure about the following terms: - This Presentation shows progress for a fake Video of Team Fortress 2 containing all kind of characters, maps and objects from Team Fortress 2. - This Video doesn't use any Real-Time-Engine. It also contains elements which needs a lot of Rendertime! -…
Hello, I`m trying to export a displacement map from a retopologized model from Zbrush and I ran into this problem: If I turn off Smooth UV, the map's edges (even the ones not on the Uv's seams) become faceted, as if it was very low poly (I'm projecting from a ~300k mesh that is clearly smooth). With Smooth UV turned on,…
Nkoste, first let me just tell you ive always really enjoyed your work. i think your busts were great. what i think puts this work slightly below is the fact you are painting a much larger scale (physically), and as a result your light source application loses focus. For example, why would the hand be as bright? Why such a…
and for all the ones with better hardware, here is a demo with a multiplier of 4x (moaar objects) demo: http://www.renderhjs.net/bbs/polycount/raceEngine/dmo06_xxl/ strangely enough my 5 year old computer still handles it (5 fps or so, but still) no crashing, and as soon as I zoom in it runs again smooth just as a…
If you're going for a comic book villain, I'd say you're missing the bar. EVen though you're just modelling him in a generic pose, I think that by default his features, anatomy, and position (to an extent) should all reflect what he's going to be. Right now he's definitely pretty 'average joe' looking. In fact the…
One glance was all I needed. Stray strands of obsidian hair clung to her face in the humid air that only an Ionian summer could produce. Flawless sapphires encased in pristine pearls glistened in the torchlight as she watched the performance unfold. A figure of ravishing beauty to even the most particular of connoisseurs,…
Hello Polycount. I'm not sure what is going on. I tried baking this in zbrush and Softimage. But it is always showing faceting in the same spot on the model. Any suggestions? Selecting Binormals appears to lessen the problem but the model quality overall looks worse then using a Tangent Op. I'm not even sure if that is the…
okidoki Thanks for interesting links but still sounds like a toy not very relevant to actual game art production. Same as Metaballs. Rather an interesting toy. I am for example still waiting when Designer would get any convenient manual touching/finishing tools or otherwize Painter get something like node based level of a…
I am a bit confused by your question. You know the answer to that already, and it's been answered many times in the thread anyways :) No animator or art director aims for uncanny animation really. It's just unfortunate when it happens ... As for the PS2 examples, I think what saves them to an extent is the voice acting.…
Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…