I just recently read* something about "late bloomers", and it specifically used artists as an example. Conventional wisdom has it that most great works are done in an artists early years, but the facts just don't hold that true. Cezanne was the one of the examples used. *Book was..What the Dog Saw, Malcolm Gladwell
You can overlap the edge pieces in UV space, like how Kio Works shows in this post. Another example of this method can be found here. http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 And even more examples are here. http://wiki.polycount.com/wiki/Modular_environments
Although I certainly don't qualify as an "amazing polycount anatomy artist", I think I can share some useful input, so here it goes. For starters, are you using any specific reference for your poses? I think this is pretty critical for figurative work. You've definitely got your anatomy and proportions under control. But,…
Use reference and remember landmarks to more accurately create forms and find balanced proportions. Balance your perspective so your anatomy will looks accurate. Your proportions need to follow the basic rules of perspective for an angle like the one you're using. It frames the muscular composition. Green A & B are nice…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
That is very common with telephoto zooms, just because it has a lot of reach doesn't actually mean it has a lot of range. Now, if you think of a common super-zoom lens like a 18-200mm lens, that has over 10x zoom. Actually, your sample photo is a pretty good example of what would commonly be considered poor bokeh.…
Hey all, I am looking into games that look original, for example Samurai 2 vengeance with the handpainted punchy graphics http://www.madfingergames.com/g_samurai2.html or the silhouette look of Feist http://www.playfeist.net/ It doesn't whether the games are next-gen or games for handheld, any other good examples of…
Also I posted this awhile back for someone on CGTalk I think, about how to create volumetric nebula fx in Max. Super-simple example, but could be easily extended into some nicer fx. Max file... http://www.ericchadwick.com/examples/images/volumelight_nebula.max (ditch the stars though, I used a procedural that doesn't scale…
that's cool... i'm not really looking for examples of tiling textures... but more a list of textures to make for people. i've already made *(for example)* Corrugated Metal Particle Board Wood Planks... as part of my project to provide resources to env artists/level builders/designers my deal is that I miss the way shit…
Depends. Often it's best to refine the topology to match the flow of the silhouettes. If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends. More on the wiki…