I'm available for 2018 contracts. Anything from envrironments to characters, diffuse only mobile to AAA PBR spec. Contact me at justin@artbyjustin.com A few recent things: Haunted Idol for Creativerse - diffuse only Player body for VR game To The Top
@yodude thanks man, really appreciate it. I will think about adding some of that goodness when i am happy with it. @gonzo yeah you are right the presentation could use some work, i will however make a decent presentation once i am fully happy woth it. @creativehd yeah i basicaly made a rectangles, added them into zbrush…
Shrike - Thank you! :D CreativeSheep - Yeah, before trying VrayFur (which I didn't know how to use that well before) I considered adding some variations on the borders with opacity maps, but I'm pretty sure that the result would not be that good !
Odow- Thanks for the write up! I will definitely need to rethink my designs and come up with something logical, and probably just scrap the raffelsia altogether as it just causes many design errors for me no matter what scene I am doing. Coming up with the concept is certainly not one of my strong points, so I will be…
You can always use UV layout for both and then do a current UV set tranfser for map 2, that's how we do it where I work, it's an extra step but the UV packing in Headus is worth the extra minute. I know a few guys that use a script called UVDeluxe, you've probably heard of it, I myself haven't had the chance to give it a…
Maybe Mop's MultiObjTool would help? http://www.polycount.com/forum/showpost.php?p=2325303&postcount=8 I've used his 3ds Max version to export FBX files, not sure if the Maya one supports FBX though. Also have you checked CreativeCrash? http://www.creativecrash.com/maya/downloads/search?search=fbx&x=0&y=0
@CreativeSheep: It depends on what you want. Dx11 AutodeskUberShader gets you going very quick; artist friendly. DX11 writing custom shader: hard if you don't know any shader coding. ShaderFX is in-between. Quicker/Easier then writing shaders by hand for many people, but not as easy as the Uber Shader.
I think alot of people do not realize or do not remember how much talent was hidden behind the myth of NURBS superiority ( re: organic modeling ) From what I remember of the game centric Poly links I had 24 years ago, they were limited to narrow concerns sometimes with neat triangle direction strategies, optimizations but…