Hey, I'm a fresh graduate and I sent my work to a games company the other day who were after a "character artist", I won't say the name of the company, but the job listing is still up on the artstation incase anyone fancied searching it yourself and giving me their thoughts on it. The company got back to me saying they…
Hey guys. I made a map for Unreal Tournament called DM-Chamber. Download link It features trap room in the center of the map and zero grav pools. The goal of this project was to make fun and cool looking map with 100% custom art within 100 mb file size. For that I used custom vertex normal technique, deferred mesh decals…
here's a tip: get ngSkintools from the autodesk store. Makes painting much easier. Second, you don't need to remove influences. You only need to give 100% to the head joint. It works by percentages, if head has 100% there is nothing left for any others. Problem with maya default tools is that if you use the smooth brush it…
I haven't done much actual polypainting in zbrush for the cave sculpts. I do output a cavity mask in both directions (cavity -100 and +100), and a peaks and valleys mask. The other supporting maps I usually use are curvature and AO (which is used to create some dirt masks). My texture PSDs usually involve a fairly smooth…
we released a new piece of promotional artwork a little while ago thought you guys might enjoy it and maybe make suggestions for the next pr piece ! 100% in engine but not 100% in game ;) highres version:http://www.exitstrategyentertainment.com/images/wall_paper_04.jpg shameless cross promotion incoming: you can support…
Yes it would, if a pixel returned a 100% black point next to a 100% white point it would alias, if you tried to draw a power line by simply sampling 1 point per pixel you would get a heck of a lot of aliasing. Same goes for textures, there wouldn't be "Textures" on the points but there would be colors and those would need…
If you draw a new tool onto the document with an RGB/Z intensity at anything less than 100, you run into errors like this. At extremely low values its very easy to spot (the tool takes on a transparent quality), but if the value is around 98 or 99 then the tool looks normal (but has the brush behavior you describe). If…
base color -black, metallic -black, roughness -is dark rectangles on white background. It's not that strong as metal halos but still makes noisy/grainy surfaces a bit less crisp comparing with old spec level shaders where highlight intensity was expressed directly by pixel values. btw, picture also shows how much highlight…
I'm not exactly 100% sure what your asking, but 2 is obviously just a cube (without extra edgeloops) with hard edges, which would be something like separate smoothing groups for each face in 3dsmax (never used it though) Also when painting textures like this, it's usually best to just turn off all lighting/make the texture…