I think unions are super important to give workers more leverage in the workplace. And while I understand that game artists might be like "Why them and not us", but it's because us game artists have yet to form a union, and as such, can't bargain collectively for better treatment, like they can. I think this would actually…
Sorry, I meant that when using the Mirror tool from the UI it auto-adds it as a modifier. :) @Juanorueda Max is renowned for collecting scene garbage which can result in strange behaviour.(although it's definitely gotten much better in this regard in the last few releases) If you notice things like this happening it's…
well if you want photo real start grabbing train pics and photoshopping them into your texture, also general rule of thumb, is find as much reference as you can, pull from what you like if you want photoreal the texture process will only take you so far. Lighting is what is going to help sell it as well if the assignment…
Great work! It would be great to get some insight into your process. Starting with reference and concept art, what do you look for when breaking down what your vegetation asset collection is going to look like to make the environment believable but economical. Also what is the creation process for one of these assets like?…
Anyone tried to collect and complete all objectives? Damn some of them are tricky, where you go "NOOOO, why did you die, I needed to shoot you with this gun!". Love the game, been a long time since I had this kind of good old jump around shooting fun. And the flashback feels every time you open one of the doors in the…
I finally got a chance to go over the iteration in 2D and this is what I am looking to accomplish through the awesome feedback that i received. I chose to piggy back off the idea of the egg-orb that anticipates the explosion with collecting energy. For the end transition, I'm going to play with the either dissolving the…
I couldn't believe the level of film making, really popped my eye-sockets, first-second and third time around...heh! and George Miller is an F'n legend :) ...also just a random collection of behind the scenes machinations' that rocked my boat. http://www.artofvfx.com/?p=12178…
Love the presentation; its breathtaking. With all the smoke and glow in the presentation I kind of expected you had modeled something similar, even if it was just a bunch of alpha planes with a diffuse and emissive map. I guess it works either way though. Stylistically he looks rather benign for an angel of death--but hey;…
Update time! We decided to move forward with Ayi's last blockout, so I worked into some of the architecture, looked at how we could repeat some of the prominent shapes and break up the background a little. I also attached a collection of references for the architecture as well. We're gonna be breaking down the scene…
@Fisty: I combine baked maps (lights to mark where the dust collects + AO, perfect for cavities) for general dust. I mix it with alpha layers (such as opaque trim around windows) I either paint or bake too. Wipers marks, mud splashes are all painted. All in Ps, I didn't try Substance tools yet.…