Good stuff, I hate all the math and technical wizardry behind games engines, it's a bit of a roadblock for artists. Hopefully this should alleviate that a little! Also, I really want to try Cryengine as well... I love the deferred lighting it has, it looks as good as if not better than UDK. UDK needs to get off the 'baked…
Yeah. As far as my understanding goes, textures are the most video memory consuming resource in game, and I remember 4k was a big no-no a few years ago, unless it was really necessary for some reason. Nowadays Its used here and there sometimes, but most of things are still clearly not 4k and rather done with some detail…
Is the wacom graphire 6x8 any good? getting it today after taking back the bluetooth6x8(didn't work,far as i got was connecting the pen). But most of all does it have quickpoint wizardry?
Isn't it kind of pointless to bake two large high profile nubs to a flat plane? They stick up so high its going to look like ass either way. No amount of normal map wizardry will effect the silhouette of the object... Unless I'm looking at this thing the wrong way?
You have to remember the style also. Not a lot of techno carved sci-fi wizardry in TF2. I also think Source is not aging as gracefully as everyone would hope. But to their credit they keep a wide audience happy and for what they have, they managed to do a lot with it.
To be honest Donovan if someone is looking at your portfolio to answer the question of "Do I want to hire this guy" they are going to blast by any cover you put on it to get to the meat inside. They want to see your body of work, understand your process, and see how you arrive at your final pieces because that is going to…
Im really liking this!,i agree with the post before about the slanted rocks, i feel it gives it more height to the bridge, also would it be possible to see a wire of that bridge and workflow? im wondering if you made each stone individually placed then baked them down to a low poly or is there some other wizardry going on…
It would be great to work out a way to keep all the 3D data/information coming out of photoscan, without reducing it to a 2D flat image. I wonder if the same workflow used to "clone" the image in photoshop (to remove seems), could be used in ZBrush or Mudbox, to clone 3D sculpted detail, and remove seems... A mixture of…
@Owl thanks man I'll definitely put the chunky/harder element into the armour to contrast the rounded character anatomy. Either that or if you show me how to make him more harder/chunkier in some areas yet retain his silhouette and meatiness then i'm game. Instead of demon/horn references (ala darksiders); I'll be using…