This looks great! Did you program the whole thing by yourself? I would love to get into producing the artwork for a small Iphone game in my spare time but definately don't ahve the programming know-how to write the whole thing myself. Is there some sort of programming community, like Polycount, where programmers are…
Thanks a lot for your replies guys! @Jeff Parrot: Thank you! I'll try to apply this immediately! Just in case I got this wrong, I guess you mean that I'm missing the big, defining shapes right? @AtticusMars: Thanks. I guess you want to tell me that I should not use the cloud filter in my textures, correct me if I'm wrong.…
It depends on the studio, but a lot of it revolves around art integration and the aftermath. I think there were a few talks over the years at GDC talking about the evolving role of a tech artist, but it is hard to define. I know a while back only riggers / character TDs were considered to be 'technical artists', but that's…
I begin to remake this Khajiit and i gather anatomic references and i try to define right volumes before make muscles and go further. It the second time i use marvellous, i'm discovering new settings each minute. I wanted to make a linen tunic but i didn't search references and i think i kept the default setting. I will…
Just a small update. Belt has this structure the martial arts belt have... It's not perfect but ain't that bad too. Medium size detail is missing... I don't like that fact. I think I made a big mistake though. I never defined what style I'm going for. It's going more and more into realistic style and I'm not that happy…
Can you define "contiguous polys" or "connected polys"? Do you mean all polys that are touching / overlapping, but don't necessarily share vertices? Your description is confusing because the mesh cannot be "all one element" and also have a "seperate piece". Double-clicking a poly in Maya expands the selection to the poly…
You need to use a shader that supports it. The spec gloss one does but you'll need different outputs from the metal rough Shader. You can hack it into the metal rough Shader by defining the area as metal and putting the desired specular colour I to the basecolor channel. It's worth mentioning that you can have the outputs…
For a first render that's really good. Your models are nice and clean, I would say to look into using roughness maps for adding subtle imperfections and realism to your surfaces. You are also using very smooth lighting for a scene that would have artificial lights which would cast much more sharp and defined shadows. Soft…
@onionhead_o Thank you, pal! It's doing it's best to keep the number of poles low within the constraints defined by the boundary. We're going to get there, you guys. I promise! https://www.youtube.com/watch?v=1NufEhNK2Qk Now, the program still needs some work. I still have to adress a big weakness in the way the seams are…
You have to go through a particular set of steps to implement this because of how Command History works, but here's a way to assign a hotkey to switch between your Symmetry states: * Execute a Symmetry command (will probably work on any command) * Right click on it in the Command History box to the lower right of the Model…