In modern engines foliage is usualy vertex animated. That means you don't have to animate via key frames. The animation is created proceduraly in the engine. But you have to study what method exactly is used in the engine you use. For example in Cryengine you have to vertex paint your model inside your 3d package to…
Hey guys So, I'm trying to use the TC curvature shader information of polygon models and I'm a little confused. If I apply the shaders in the example scene to my models the render comes out black, Im assuming this is because they are polygon models and all the example scene uses is nurbs. The site also claims there are…
[ QUOTE ] I'm not really a fan of the series, but I'm wondering why they chose to not cell shade the environment. I really dislike it when games do this. [/ QUOTE ] In animation, backgrounds are typically painted, and only the characters and objects which they interact with are painted on cels... well, unless we're talking…
Hi, How do you motivate average 3D artists to raise their quality bar or how were you inspired by your leads, if you ever needed to? I think many of you have some thoughts from either side. There's also a specific case to my question. I have a problem with a character artist who doesn't want to learn (by theory, i. e.…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
This is looking nice so far! I think it's lacking a bit in lighting and composition. You could add some drama with backlighting from the sun, which would really show off those colored caustics. A little DOF would be nice too. Also the boardgame edge is perfectly straight and even, as is the paper under it. Real world items…
Hey Graffiti, digging the new panel. Yet I'd be curious to look at your mood board/inspiration. Also, what is the purpose of this piece? Portfolio? Practice? Material studies? Level layout? This environment could fit any number of those qualifications; (understood it's still a wip) yet I wouldn't say any of them are…
Hi Hijlkema, This is really cool, great job. I like the props and the texture work for sure! I feel like there is a story to the scene, but in order to tell your specific story, it needs to be pushed a little more as I don't quite see a zombie/infection environment. It looks more like a group of houses foreclosed in the…
Its a nice start, needs some polish though. Like the others have said, the lanterns are a bit dark at the moment. They look quite dull and don't really have that glowy appearance you'd expect. Something like this: Also something I like about this image, the water is flat. In your image the water is choppy and it creates a…
Like everything, photos have it place in texturing and it is pointless/stupid to not use them. It's not whether or not use photos, is how and when to use them. Few examples: 1. All rocks/plaster/bricks.wood etc. are excellent candidates for photo source and generating maps out of them. Even most detailed sculpted normal…