If this is something you do for School/University class you should seriously talk with your teacher again. They should provide you with the required information to finish the assignment. Other than that look into ArtStation for examples how people usually present their texture maps. Usually you'd have the 3d mesh next to…
Hey there! I actually used Moonfruit, they usually have all made up template but didn't really digg any of those so I use a blank page and do it myself (my twin sister is a graphic designer too so she gave me some ideas). Moonfruit usually doesnt allow rollover effect but I manage to find a javascript to do it, think the…
Haha well here is my failed attempt finished, with a new workflow definitely faster then my old workflow. Now I just have to make it look better. I will be doing a more realistic version of brick/stone next time which is what I usually do, cartoony is out of my usual figured I would give it a try though. Oh well haha. In…
This is some really impressive stuff! I'm usually for saturated envs. But it shouldn't be very colorful just for the sake of it IMO. In this case I think the desaturated look work very well, especially since it's stayed away from the usual desaturated brown/beige that is SO common. I absolutely love the outside shots where…
CS2 will get a choppy cursor at times when I'm zoomed in close in Vista. It usually happens if I'm zoomed in close with a brush , then pan the image, then resume brushing it will get choppy. I think this relates to the Aero thing like Pior said (I have it disabled). It's not THAT big of a deal, usually if I hit CTRL + 0 to…
Yeah, to add to what Rorshach said, I usually have all of my elements divided into logical layers, and usually have all my screws and such on a layer. If you keep your sets neat and think ahead about what you will need to be able to select in photoshop you can just assign a different color to each layer when you render, it…
i usually sculpt with very low base meshes and try and do a quick unwrap with roadkill. in the odd cases i dont make quick uvs i usually use guv tiles, but since i switched to maya working with obj files is a lot easier so if i forget to put down uvs i can export my lowest subdivision and do a quick uv in maya and re-import
Cole hit the nail on the head, but I think its important to give a practical example as well. Go into your kitchen, and look under your fridge. Its dark under there, right? This is because the light source is occluded. Now, go grab a flash light and shine it under the fridge. The previously occluded area is now illuminated…
This is the process I've been using for most of my stuff. I don't know if it's the best way to do things, but it's been working alright for me so far. Anyway, I usually start off VERY briefly in 3ds Max. I create extremely rudimentary, low-poly geometry made up of all quads so it will divide well in Zbrush. The above image…
Yeah overgrunging happens way too much, usually because it's an easy way to make things look interesting. But from general use things don't get crazy grunged in real life so some different methods must be implemented. Everything has a small amount of wear as was previously mentioned, but it takes a different form than your…