I just saw this posted in the Mudbox forums, and I thought you all would want to watch it as well. In this interview Autodesk's Michel Besner talks about acquiring Mudbox and the benefits of doing so. http://media.awn.com/player/siggraph-2007/?v=886 Though giving no new information about possible 2.0 features, this…
The concept is by Nathaniel West http://cghub.com/images/view/607/ I want to flush out the whole environment. I am looking for any feedback. The gold Buddha looking statue is a particular problem. If I try to get it to look like gold, it kind of drowns out my normals. I am also looking for a way to do the tiles in the back…
You can use just the outputs of each marble substance rather than dragging the entire graph into your trim's graph. This is how some of the generators are made. Something like grunge 001 is just a substance graph, like your marble, but it looks like a single node because it's using an output of its graph. When you make a…
when i was watching it live on game trailer i was like OMG OMG OMG :DDDDDDDDDDDDDDD http://i0.kym-cdn.com/photos/images/original/000/119/924/sweetjesus.jpg?1304464078 i just want to see more of it and theres something not right with the main character wearing a coat like that :/ but anyway CAN NOT WAIT for this game, its a…
the viewport should handle around 400 000 tris without too much lag. The model showing black is either an issue with the obj format (sometimes it seems the texture coordinates don't go through, we need to investigate this, and I recommend using FBX instead. The other issue you could be facing is that the light may be…
Neox! This is utterly mindblowing, man! Can I ask some technical questions on how you're integrating your art into the prop and terrain system? Is it anything like how they did Rayman Legends? I understand if you can't answer, but if you can I'd love to know. [edit] Like this? (but of course with alpha blending under the…
The albedo example you show is not the true albedo. It should have NO lighting information at all. No shading, no smooth reflectivity. The overlapping boards are showing shadows, and the raised wood grain is showing lighting information. Just as Noth says, that lighting information should be coming from your normal map,…
i guess if moby francke was your goal, you should work a lot more subtle and if your highest specular value is what you have, tone down the hardness in the other materials, look at this http://mobyfrancke.com/wp-content/uploads/2013/06/001.jpg he clearly has different materials, cloth is so much softer than leather or…
Posting a quick update. Optimized the model, making it about 9 400 tris. The tris count might go a bit higher if I decided to add something to the wagon in order to make it more interesting, but it shouldn't go over 10 000 tris. =) For today, I've tried to fix some things on the AO as well as decide a color scheme. I might…
Hum...I guess you should take out the word "2D" in your title. You're a 3D artist, as I guess. WIP should go out, or at least you finish them. Recruiters don't like to see unfinished pieces of work. Don't forget to show your making of, so show your total scene triangle count (ex : 10, 000 tris), your texture size (ex: 1024…