Some samples of foliage, not as fancy as u might think ;) : @ mixeh – textures r mostly photosourced (majority from cgtextures:P ). Vegetation has more manual work tho, such as placing leaves or combining brunches from smaller photos by hand. But “building blocks” of textures are all photosourced. @ Bart – yes, usually…
1. Check what ghib said, I never use snap to curve so I don't really know. 2. This is something that really annoys me about Maya, coming from Max. I need to make two objects for every "solid" curve I want - one for the curve spline, one for the shape to loft. I just want to click the "renderable" box! I might see if I can…
so for me when my grandparents or other less computer/game oriented folks ask me about what I do for a living (env art/etc.) i usually explain that it's like how films need people to make props and sets for the actors to interact with but instead it's on a computer and the props and sets for a video game. a way i got my…
When making a new character I usually work from Highpoly to lowpoly. So I start with a rough sculpt to set the proportions. Then make the highpoly sculpt with all the details and finally I build the lowpoly on top of the decimated sculpt in 3dsmax or 3D-Coat. However, when I am asked to add some small props to a character…
my guess would be, 2048 or 1024 unique normal map done on second uv channel, with tiling rock textures and normals on channel 1. the unique normal probably powers all the big shapes and then the tiling materials keep it looking crisp up close. as for foliage, if done efficiently, you can usually get a way with quite a lot…
This is gonna be tough to read... It's tough to type. Kind of an interesting concept... But... He doesn't seem very Blizzard-ish. I'm no expert on Blizzard, heck, I don't even like their games, but they have a certain distinctive aesthetic. For starters, there's a lot of high-frequency detail there that I don't remember…
Generally, you want the UVs to be normalized, so pixels are all the same size in the viewport. If the game camera usually views the assets from a particular angle, such that some parts of the model are usually closer than others (near part of a FPS gun for example) then those closer parts can be given larger UV space. For…
I spent the first half of this year unemployed. About five months, all told. Before that I had never been unemployed for any longer than three and a half months. I don't mind unemployment, I have a tendency to save up, so it usually doesn't hit me too hard. And getting some time off is usually nice. I just don't like the…
looks sweet, really nice bake. my only problem is with the cushions, they look sqaushed down in an unnatural way. i think that seams are usually where there is most tension as there is usually a plastic cord running around the corners. those seem like they have been moved around in zbrush and that plastic cord has been…
Thanks for the feedback Kdawg!!! Definitely room for improvement. I give myself about an hour or so to do these speed paintings in the morning and most of the time I want to spend more time on them (I usually have to make myself quit making tweaks on them when my hour is up. :) ), but I learn a great deal from both working…