I'll see if I can find any of the original studies, but I can make no promises. I generally do try to investigate which biases the researchers have on things like that (acknowledging here that everyone has biases and as much as people like to pretend, they can't eliminate them entirely when doing research). You're also…
Invisible or hidden edges only really apply to modeling software. Often the direction of the hidden edges is determined by the program, for example Maya forces all hidden edges to flow in a certain direction so if you want to flip a hidden edge you have to force it to be visible. In Max you can flip hidden edges any way…
The level of detail you are using is inappropriate for the camera distance of Dota 2. You seem t ofocus on delicate shapes when Dota 2 art is all about bold, graphical shapes. This is because in the game a weapon takes up very few pixels and anything small just becomes noise. Some examples to look at: Consider how the…
This isn't too much of a critique for you, but I ran across this a few days ago while doing some research into UE4 ArchViz stuff for myself and it may help you a bit. https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting Koola has a example of his work that you can download from the marketplace. The basics…
To clarify my earlier post, I've been banging my head over this for a while. I've been using Mudbox for PTEX vector displacements in my work flow for quite a while now, and I've tried everything - but success seems almost random. Here is a run through of my workflow with some examples: 1. Model my base mesh, for this…
Eh, each to their own. I suppose we expect different things. For some reason I didn't expect a place like the nexus to have artistic critique, most mods may be graphical but it's not deviantart, they just make components that are allowed to be offered, good or bad - like the selection at your local supermarket. I admit I…
I haven't started writing my own shader from scratch yet. I'm working on an expansion pack for a game that happens to need a graphical update. The graphics programmer at our company is booked solid working on another title. So we're having to make due with a programmer who's never done graphics before and myself. We're…
Well, that textures definitely come a long way, my only crit for now is to at least add some geo to the tip of the nose. At that res, you could afford a handful of tris to make a decent shaped nose. Just take a good look at the Quake 3 lady posted above, stellar example really. Also, I'd like to point out that this is…
'Blaizer', your expression of your 'point of view' was annoying since you're reeling off these facts to us which clearly lack experience. Know your audience. Most people in this thread are videogame developers so lose the patronising 'this is how it is' tone. I dont know why the fuck polycount is so chock full of cocky…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…