I'm going to composite some high frequency normal map detail on my low frequency normal map that came out of mud box. What is the best technique to do this. Is poops tutorial still valid or is there some new secret way. Also noticed crazybump can composite normals is that good or should I just use photoshop.
Looking for a 2D artist and animator for a Streets of Rage inspired beat em up. Please send your portfolio and rates to firecracker_games@outlook.com Thanks
Your work is alright, but you need at least one piece to really make someone looking go "cool!" Right now your best piece is probably the turtle (though IMO the geo can be better), the rest are not bad by any stretch but nor do they really speak. I would work on at least one sweet piece, especially given the small amount…
It's going to be tough if nobody in your house knows how to play. It's best to at least be taught the basics in person (tuning, basic/common chords, strumming, finger placement, etc). If you had a friend or could hire her a tutor to at least get her started it would be best. I salute you for trying to get her started on an…
Hey guys, I have the task to model and texture a 3,500 meter asphalt runway that needs to look as realistic as possible with a high texture resolution. I've been trying to think about the best way to tackle this, possibly with smaller modular parts? But I'm not sure. I'd really love to hear others suggestions and possible…
Best Boy is looking to hire a Game Development Lead with experience developing mobile games for iOS and Android. The candidate must have a minimum of 3 years programming experience focused on game development and 3 shipped titles. This is a full time position based in St. John's, Newfoundland. For full job posting please…
Hey guys, I'm currently writing up a PDF tutorial for a shoes asset I made a while ago. What is best practice when releasing such a thing. Would I house it on Gumroad as a free downloadable PDF? Then link it to things like ArtStation and Facebook? or keep it on ArtStation and distribute like that? I also have a time lapse…
I'm trying to figure out the best way of creating a face with multiple expressions. Namely, my main problem is creating the topology to support it in the lowpoly. Are there any proven methods of doing this? Is there a "neutral" position my lowpoly should be in (eyes closed, mouth open, etc.)?
* OBJ * FBX * DAE I'd place OBJ at first because it supports all the important things for static objects and it is supported by all 3D applications it is still now the kind of standard to exchange between most apps. If you have a recent Autodesk app like Maya, Max or Mudbox changes are that FBX might do a pretty good job.…
I've tried thinking about all kinds of approaches- manually inserting more edges when doing the morph itself in the closed position, modeling in the eyelid fold so there's more geometry to pull down, modeling the eyelid half closed, etc. What are the best practices when you need to do eyelid blinks with more…